Reworking limb blending based on species.

This commit is contained in:
MistakeNot4892
2022-11-09 21:08:20 +11:00
parent c001fe8ee6
commit 12114eece0
5 changed files with 11 additions and 16 deletions
-1
View File
@@ -40,7 +40,6 @@
var/gendered_icon = 0 // Whether or not the icon state appends a gender.
var/s_tone // Skin tone.
var/list/s_col // skin colour
var/s_col_blend = ICON_ADD // How the skin colour is applied.
var/list/h_col // hair colour
var/body_hair // Icon blend for body hair if any.
var/mob/living/applied_pressure
+3 -2
View File
@@ -170,8 +170,9 @@ var/global/list/limb_icon_cache = list()
icon_cache_key += "_tone_[s_tone]"
else
if(s_col && s_col.len >= 3)
applying.Blend(rgb(s_col[1], s_col[2], s_col[3]), s_col_blend)
icon_cache_key += "_color_[s_col[1]]_[s_col[2]]_[s_col[3]]_[s_col_blend]"
var/blend = species?.limb_blend || ICON_ADD
applying.Blend(rgb(s_col[1], s_col[2], s_col[3]), blend)
icon_cache_key += "_color_[s_col[1]]_[s_col[2]]_[s_col[3]]_[blend]"
// Translucency.
if(nonsolid) applying += rgb(,,,180) // SO INTUITIVE TY BYOND