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Adds Body Markings
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already. The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning. They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
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@@ -39,6 +39,7 @@
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var/list/h_col // hair colour
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var/body_hair // Icon blend for body hair if any.
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var/mob/living/applied_pressure
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var/list/markings = list() // Markings (body_markings) to apply to the icon
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// Wound and structural data.
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var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often
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@@ -69,6 +69,15 @@ var/global/list/limb_icon_cache = list()
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overlays |= lip_icon
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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//Head markings, duplicated (sadly) below.
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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"], ICON_ADD)
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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.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.get_bodytype(owner) in facial_hair_style.species_allowed))
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@@ -119,6 +128,15 @@ var/global/list/limb_icon_cache = list()
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mob_icon = new /icon(species.get_icobase(owner, (status & ORGAN_MUTATED)), "[icon_name][gender ? "_[gender]" : ""]")
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apply_colouration(mob_icon)
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//Body markings, does not include head, duplicated (sadly) above.
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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"], ICON_ADD)
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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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if(!limb_icon_cache[cache_key])
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