Adds short/terrier & thin/jackal Vulpkanin ears (dual-colourable)
Adds a dual-colourable tail inspired by Ward-Takahaski cybernetics.
Adds a few markings:
--> Vulp Short Nose (shifted 1 pixel closer to the face in the east/west sprites)
--> Vulp Alt. Face (Vulpine facial hair but in marking form)
--> Taj Alt. Nose (Tajaran nose marking but colour mult & the same colour in all dirs)
--> Talons (Inspired by Ward-Takahashi Spirit markings)
--> Claws (Inspired by Ward-Takahashi Spirit markings)
- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
- Rendering the characters involved creating mannequin mobs, prior to SSAtoms init these would not be initialized and thus have no DNA. This prints many warning messages, causes runtimes, and ultimately the icon does not render correctly.
- Its fixed here since it seems that needing to use mobs prior to initialization is a pretty unique edge case. Comment added to explain to future us.
-Adds new customizable carbonspecies for werebeast shenanigans.
-Stats-wise somewhat faster, tougher, and hungrier compared to base humans. Also darksight.
-Added whatever the code needed to make it possible to have taller carbonspecies.
-As a side effect, the forementioned also makes it possible to do long necked species and more.
-The werebeast can use the tail, hair, ear, and markings customization. This will be messy on tails that rely heavily on human silhouette. The hair and ear customization is fully functional using unedited human assets with a coded offset.
-The hair/ears offset is a modifiable var for the species specific head organ subtype, and can be used by other species that use custom headtypes.
-The werebeast has a set of markings as well, restricted to the species. face, belly, socks, and nose.
Currently the werebeast ready clothing is limited to:
-Back: basic backpack, basic satchel, leather satchel, basic courier bag, and basic duffle.
-Belt: toolbelt and security belt.
-Eyes: most sunglasses and sunglass huds, welding goggles, regular and 3d glasses, plain, meson, and science goggles.
-Feet: black and brown basic shoes, galoshes, jackboots, and toeless jackboots.
-Hands: latex/white, nitrile, yellow/insulated, black, and fingerless gloves.
-Head: the entire selection of vanilla headgear.
-Suit: labcoat, regular and white hazard vest, and 4 flavors of varsity jackets.
-Uniform: white pants, white shorts, white, orange, yellow, black, grey, robo, engie, and janitor jumpsuits, swept and nurse skirt.
Everything else will likely not show up at all, but more can be added whenever needed.