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Merge pull request #3996 from VOREStation/upstream-merge-5394
[MIRROR] Adds an option to enable/disable markings on synth parts.
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@@ -36,6 +36,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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S["synth_red"] >> pref.r_synth
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S["synth_green"] >> pref.g_synth
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S["synth_blue"] >> pref.b_synth
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S["synth_markings"] >> pref.synth_markings
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pref.preview_icon = null
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S["bgstate"] >> pref.bgstate
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@@ -65,6 +66,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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S["synth_red"] << pref.r_synth
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S["synth_green"] << pref.g_synth
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S["synth_blue"] << pref.b_synth
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S["synth_markings"] << pref.synth_markings
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S["bgstate"] << pref.bgstate
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/datum/category_item/player_setup_item/general/body/sanitize_character(var/savefile/S)
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@@ -120,6 +122,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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character.r_synth = pref.r_synth
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character.g_synth = pref.g_synth
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character.b_synth = pref.b_synth
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character.synth_markings = pref.synth_markings
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// Destroy/cyborgize organs and limbs.
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for(var/name in list(BP_HEAD, BP_L_HAND, BP_R_HAND, BP_L_ARM, BP_R_ARM, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG, BP_GROIN, BP_TORSO))
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@@ -305,6 +308,7 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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. += "<br>"
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. += "<br>"
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. += "<b>Allow Synth markings:</b> <a href='?src=\ref[src];synth_markings=1'><b>[pref.synth_markings ? "Yes" : "No"]</b></a><br>"
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. += "<b>Allow Synth color:</b> <a href='?src=\ref[src];synth_color=1'><b>[pref.synth_color ? "Yes" : "No"]</b></a><br>"
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if(pref.synth_color)
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. += "<a href='?src=\ref[src];synth2_color=1'>Change Color</a> <font face='fixedsys' size='3' color='#[num2hex(pref.r_synth, 2)][num2hex(pref.g_synth, 2)][num2hex(pref.b_synth, 2)]'><table style='display:inline;' bgcolor='#[num2hex(pref.r_synth, 2)][num2hex(pref.g_synth, 2)][num2hex(pref.b_synth, 2)]'><tr><td>__</td></tr></table></font> "
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@@ -709,6 +713,10 @@ var/global/list/valid_bloodtypes = list("A+", "A-", "B+", "B-", "AB+", "AB-", "O
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pref.b_synth = hex2num(copytext(new_color, 6, 8))
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return TOPIC_REFRESH_UPDATE_PREVIEW
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else if(href_list["synth_markings"])
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pref.synth_markings = !pref.synth_markings
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return TOPIC_REFRESH_UPDATE_PREVIEW
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else if(href_list["cycle_bg"])
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pref.bgstate = next_in_list(pref.bgstate, pref.bgstate_options)
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return TOPIC_REFRESH_UPDATE_PREVIEW
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@@ -60,6 +60,7 @@ datum/preferences
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var/r_synth //Used with synth_color to color synth parts that normaly can't be colored.
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var/g_synth //Same as above
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var/b_synth //Same as above
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var/synth_markings = 0 //Enable/disable markings on synth parts.
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//Some faction information.
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var/home_system = "Unset" //System of birth.
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@@ -30,6 +30,7 @@
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var/r_synth //Used with synth_color to color synth parts that normaly can't be colored.
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var/g_synth //Same as above
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var/b_synth //Same as above
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var/synth_markings = 0 //Enables/disables markings on synth parts.
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//var/size_multiplier = 1 //multiplier for the mob's icon size //VOREStation Edit (Moved to /mob/living)
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var/damage_multiplier = 1 //multiplies melee combat damage
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@@ -180,13 +180,14 @@ var/global/list/limb_icon_cache = list()
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icon_cache_key += "_model_[model]"
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apply_colouration(mob_icon)
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// VOREStation edit to enable markings on synths
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for(var/M in markings)
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var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
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var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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overlays |= mark_s //So when it's not on your body, it has icons
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mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
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icon_cache_key += "[M][markings[M]["color"]]"
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if(owner && owner.synth_markings)
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for(var/M in markings)
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var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
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var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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overlays |= mark_s //So when it's not on your body, it has icons
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mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
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icon_cache_key += "[M][markings[M]["color"]]"
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if(body_hair && islist(h_col) && h_col.len >= 3)
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var/cache_key = "[body_hair]-[icon_name]-[h_col[1]][h_col[2]][h_col[3]]"
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