Makes the code a lot more consistent to all the other locations it's
implemented as well.
Works the exact same as it did before but with a few less lines of code.
Also sorts out an issue with two facial hair objects having the same name. Woops.
Previously, your markings would only randomize if you clicked the randomize button and were of a species that had body markings. Fixes that and tidies up the proc calls for marking randomization a bit.
Furthermore, a bug existed where if you changed a mob's species via CMA, the mob's cosmetic attributes (hair, hair colour, skin colour, skin tone, marking styles and colours, head accessory style and colour) will not have changed correctly. Delaying appearance update fixed that.
Finally, a mob's body will now correctly render as fat if they become fat and skinny if they become skinny and show deformities immediately.
Further explaining this fix: It required an override to be implemented in update_body that re-cached the mob's bodyparts in order to reflect changes to the limbs (i.e. fatness/slimness).
As for deformation, I just needed to modify the existing update_body() proc call.
Changing your body accessory or alt head will now update the list
entries since the amount of available markings will change depending on
which body accessory/alt head you have.
can_change_alt_head() will now check the head organ's species instead of
the body's species.
can_change_markings() has been updated as per the style of a recent PR
(forgot the number).
Resolves an oversight where the Unathi Tiger Head marking was intended
to be available regardless of what alt head you had but wasn't in
reality.
Resolves an oversight where while the body Tiger markings were darkened, the head/face Tiger markings were forgotten.
Patches the last couple gorey spots I missed.
Tajara ears are on their head now, fixes a crash bug with tail wagging
with body accessories that are split-rendered, adds secondary
hair/facial hair themes, fixes issues with human/skrell arm/lower body
sprites etc.
- Fix: Drones now get assigned_role = Drone.
- Tweak: AI is no longer considered a head job for playtime system
configuration purposes.
- Tweak: Job gating (when enabled - its off by default) is based on Crew
playtime now. This is for all jobs, including heads and AI. Gating based
on department playtime is still possible, but based on a separate config
option that's also turned off by default.
- Made use_exp_restrictions_heads_hours text2num'ed in configuration.dm,
rather than on use
- Converted all exp_types to #defines, instead of magic strings
- Moved exp_jobsmap to jobs.dm
- Replaced has_exp_for_job with job.available_in_playtime, which returns
- Changed <BR> -s to <LI>s, for proper HTML lists
- Made update_exp less indented, easier to read
- Fixed potential runtime in admin/topic.dm when calling exp window on a
non-existent mob
- Made job preferences screen tell you how long until you unlock each
locked job, in hours or minutes as appliccable
- Changed SQL storage format because mediumtext does not support default
''
- Converted exptimer() into a roundstart hook proc
Missed body tag
Typo fix
All marking sprites courtesy of @Fullofskittles, commit idea courtesy of
@Fox-McCloud
Swaps trashy Unathi Belly sprite with new ace sprite.
Adds points and banded head/body markings for Unathi, accommodating the
alt head they get.
Adds points, patches and another belly marking for Tajara including
companion head markings.
Adds two points and a second belly marking for Vulpkanin including
companion head markings.
Adds 3 tattoos.
Breaks tiger body markings apart. The head markings are now separate
from the body.
Darkens tiger markings.
It's "Station Engineer", not just "Engineer" for the allowed_roles.
🆑
bugfix: Engineers can properly show up for work with their hats and
coats to keep warm.
/🆑
You can now colour the webbing of webbed Unathi frills independently.
Morph and CMA support has been included.
Splits tigerhead sprites into 3 versions in order to better fit the
different ears of the three species that can use it.