* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
* Fixes Zeng-Hu Leg Sprite
You can no longer see the left leg through clothes while facing northward.
* Bishop Cybernetics feet are now the right length
Chopped off a pixel on the toes of the Bishop feet. They should now fit into shoes.
This should be everything finished now. Made sprites for the wand belt and animated them too! Sprites for wand of fireball, polymorph, death, resurrection, teleportation, door creation, and nothing because it's also a wand. Also made a sprite for a single soul stone for the soul stone belt. Didn't feel it needed the same treatment as the bandolier.
The only thing that might not be accepted in this commit is that I commented out the syringe and beaker for the botany belt. They clash with the belt as it is but my argument is that they aren't even used in Hydroponics anymore anyways. At the very most you'll use them for the reagents you grow but chances are you won't put them in your belt anyways.
Allows the AI the ability to use the holographic Nar-Sie sprite from the
selection. Also adds in a backup error screen for the AI in the case the
icon text is incorrect when the variable is changed.
Got the medical belt done. Has icons for a beaker, pill bottle, vial (might remove, it doesn't seem like it's used anywhere), Health Analyzer, Syringe, and emergency autoinjector just because.
The sprite's been done for quite some time but it just hasn't been put
in. An actual, functional QR code to replace the placeholder sprite in
at the moment!
-->Sprite from FullOfSkittles.<--
I posted in PR #4548 that I'd like to try and make the other belt overlays. Here is my contribution!
Progress
- [x] Bandolier
- [x] Botany belt
- [ ] Utility belt
- [ ] Medical belt
- [ ] Janitor belt
- [ ] Holtser(?)
- [ ] Soulstone belt(?)
Bandolier works the same as the lazarus "trainer's belt". I had to remove the bottom shell pixels so that it actually held eight instead of nine shells.
Botany belt shows icons for plant analyzer, mini hoe, spade, hatchet, and wirecutters. Wirecutters will be shared with botany belt and utility belt.