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https://github.com/PolarisSS13/Polaris.git
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into randmap
Conflicts: code/game/turfs/simulated/floor_types.dm
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@@ -19,9 +19,9 @@ var/global/list/limb_icon_cache = list()
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return
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if(species && human.species && species.name != human.species.name)
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return
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if(!isnull(human.s_tone) && (human.species.flags & HAS_SKIN_TONE))
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if(!isnull(human.s_tone) && (human.species.appearance_flags & HAS_SKIN_TONE))
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s_tone = human.s_tone
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if(human.species.flags & HAS_SKIN_COLOR)
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if(human.species.appearance_flags & HAS_SKIN_COLOR)
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s_col = list(human.r_skin, human.g_skin, human.b_skin)
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/obj/item/organ/external/proc/sync_colour_to_dna()
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@@ -29,9 +29,9 @@ var/global/list/limb_icon_cache = list()
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s_col = null
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if(status & ORGAN_ROBOT)
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return
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if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.flags & HAS_SKIN_TONE))
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if(!isnull(dna.GetUIValue(DNA_UI_SKIN_TONE)) && (species.appearance_flags & HAS_SKIN_TONE))
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s_tone = dna.GetUIValue(DNA_UI_SKIN_TONE)
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if(species.flags & HAS_SKIN_COLOR)
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if(species.appearance_flags & HAS_SKIN_COLOR)
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s_col = list(dna.GetUIValue(DNA_UI_SKIN_R), dna.GetUIValue(DNA_UI_SKIN_G), dna.GetUIValue(DNA_UI_SKIN_B))
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/obj/item/organ/external/head/sync_colour_to_human(var/mob/living/carbon/human/human)
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@@ -60,22 +60,22 @@ var/global/list/limb_icon_cache = list()
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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overlays |= eyes_icon
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if(owner.lip_style && (species && (species.flags & HAS_LIPS)))
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if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
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var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
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overlays |= lip_icon
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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if(owner.f_style)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
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if(facial_hair_style && facial_hair_style.species_allowed && (species.name in facial_hair_style.species_allowed))
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if(facial_hair_style && facial_hair_style.species_allowed && (species.get_bodytype() in facial_hair_style.species_allowed))
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
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overlays |= facial_s
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if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
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if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
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if(hair_style && (species.name in hair_style.species_allowed))
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if(hair_style && (species.get_bodytype() in hair_style.species_allowed))
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration)
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hair_s.Blend(rgb(owner.r_hair, owner.g_hair, owner.b_hair), ICON_ADD)
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