//wip wip wup /obj/structure/mirror name = "mirror" desc = "Mirror mirror on the wall, who's the most robust of them all?" icon = 'watercloset.dmi' icon_state = "mirror" density = 0 anchored = 1 /obj/structure/mirror/attack_hand(mob/user as mob) if(ishuman(user)) var/mob/living/carbon/human/H = user var/userloc = H.loc //see code/modules/mob/new_player/preferences.dm at approx line 545 for comments! //this is largely copypasted from there. //handle facial hair (if necessary) if(H.gender == MALE) var/list/all_fhairs = typesof(/datum/sprite_accessory/facial_hair) - /datum/sprite_accessory/facial_hair //this would probably be better as a global list var/list/fhairs = list() for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/F = new x //this goes for the original in preferences too, but it'd fhairs.Add(F.name) //be nice to avoid all this instantiation and deletion... del(F) var/new_style = input(user, "Select a facial hair style", "Grooming") as null|anything in fhairs if(userloc != H.loc) return //no tele-grooming if(new_style) for(var/x in all_fhairs) var/datum/sprite_accessory/facial_hair/F = new x if(F.name == new_style) H.facial_hair_style.icon_state = F.icon_state //we only change the icon_state of the hair datum, so it doesn't mess up their UI/UE break else del(F) //handle normal hair var/list/all_hairs = typesof(/datum/sprite_accessory/hair) - /datum/sprite_accessory/hair //this would probably be better as a global list var/list/hairs = list() for(var/x in all_hairs) var/datum/sprite_accessory/facial_hair/F = new x hairs.Add(F.name) del(F) var/new_style = input(user, "Select a hair style", "Grooming") as null|anything in hairs if(userloc != H.loc) return //no tele-grooming if(new_style) for(var/x in all_hairs) var/datum/sprite_accessory/hair/F = new x if(F.name == new_style) H.hair_style.icon_state = F.icon_state //we only change the icon_state of the hair datum, so it doesn't mess up their UI/UE break else del(F) H.update_hair()