//list(ckey = real_name,) //Since the ckey is used as the icon_state, the current system will only permit a single custom robot sprite per ckey. //While it might be possible for a ckey to use that custom sprite for several real_names, it seems rather pointless to support it. ~Mech: We found it wasn't pointless. GLOBAL_LIST_EMPTY(robot_custom_icons) /hook/startup/proc/load_robot_custom_sprites() var/config_file = file2text("config/custom_sprites.txt") var/list/lines = splittext(config_file, "\n") GLOB.robot_custom_icons = list() for(var/line in lines) //split entry into ckey and real_name var/list/split_idx = splittext(line, "|") //this was set to a - before, even though a good 30% of the borgs I see have a - in their name, set it to | instead if(!split_idx || !split_idx.len) continue //bad entry var/ckey = split_idx[1] //Prevents the CKEY from being considered a borg name / being processed into the name list. ~Mech split_idx.Remove(ckey) for(var/name in split_idx) GLOB.robot_custom_icons[name] = ckey return 1 /mob/living/silicon/robot/proc/set_custom_sprite() if(!sprite_name) return var/sprite_owner = GLOB.robot_custom_icons[sprite_name] if(sprite_owner && sprite_owner == ckey) custom_sprite = 1 icon = CUSTOM_ITEM_SYNTH if(icon_state == "robot") icon_state = "[ckey]-[sprite_name]-Standard" //Compliant with robot.dm line 236 ~Mech // To summarize, if you want to add a whitelisted borg sprite, you have to // 1. Add ckey and character name to config/custom_sprites, separated by a | // 2. Add your custom sprite to custom_synthetic.dmi under icon/mob/custom_synthetic.dmi // 3. Name the sprite, and all of its components, as ckey-charname-module // Note that, due to the last couple lines of code, your sprite may appear invisible until you select a module. // You can fix this by adding a 'standard' configuration, or you could probably just ignore it if you're lazy.