mirror of
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433 lines
18 KiB
Plaintext
433 lines
18 KiB
Plaintext
datum/preferences
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//The mob should have a gender you want before running this proc. Will run fine without H
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proc/randomize_appearance_for(var/mob/living/carbon/human/H)
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if(H)
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if(H.gender == MALE)
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gender = MALE
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else
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gender = FEMALE
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s_tone = random_skin_tone()
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h_style = random_hair_style(gender, species)
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f_style = random_facial_hair_style(gender, species)
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randomize_hair_color("hair")
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randomize_hair_color("facial")
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randomize_eyes_color()
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underwear = rand(1,underwear_m.len)
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backbag = 2
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age = rand(AGE_MIN,AGE_MAX)
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if(H)
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copy_to(H,1)
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proc/randomize_hair_color(var/target = "hair")
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if(prob (75) && target == "facial") // Chance to inherit hair color
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r_facial = r_hair
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g_facial = g_hair
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b_facial = b_hair
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return
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var/red
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var/green
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var/blue
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var/col = pick ("blonde", "black", "chestnut", "copper", "brown", "wheat", "old", "punk")
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switch(col)
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if("blonde")
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red = 255
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green = 255
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blue = 0
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if("black")
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red = 0
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green = 0
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blue = 0
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if("chestnut")
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red = 153
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green = 102
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blue = 51
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if("copper")
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red = 255
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green = 153
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blue = 0
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if("brown")
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red = 102
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green = 51
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blue = 0
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if("wheat")
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red = 255
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green = 255
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blue = 153
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if("old")
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red = rand (100, 255)
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green = red
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blue = red
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if("punk")
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red = rand (0, 255)
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green = rand (0, 255)
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blue = rand (0, 255)
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red = max(min(red + rand (-25, 25), 255), 0)
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green = max(min(green + rand (-25, 25), 255), 0)
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blue = max(min(blue + rand (-25, 25), 255), 0)
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switch(target)
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if("hair")
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r_hair = red
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g_hair = green
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b_hair = blue
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if("facial")
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r_facial = red
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g_facial = green
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b_facial = blue
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proc/randomize_eyes_color()
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var/red
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var/green
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var/blue
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var/col = pick ("black", "grey", "brown", "chestnut", "blue", "lightblue", "green", "albino")
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switch(col)
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if("black")
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red = 0
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green = 0
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blue = 0
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if("grey")
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red = rand (100, 200)
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green = red
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blue = red
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if("brown")
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red = 102
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green = 51
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blue = 0
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if("chestnut")
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red = 153
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green = 102
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blue = 0
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if("blue")
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red = 51
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green = 102
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blue = 204
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if("lightblue")
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red = 102
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green = 204
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blue = 255
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if("green")
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red = 0
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green = 102
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blue = 0
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if("albino")
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red = rand (200, 255)
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green = rand (0, 150)
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blue = rand (0, 150)
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red = max(min(red + rand (-25, 25), 255), 0)
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green = max(min(green + rand (-25, 25), 255), 0)
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blue = max(min(blue + rand (-25, 25), 255), 0)
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r_eyes = red
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g_eyes = green
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b_eyes = blue
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proc/blend_backpack(var/icon/clothes_s,var/backbag,var/satchel,var/backpack="backpack")
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switch(backbag)
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if(2)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', backpack), ICON_OVERLAY)
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if(3)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', satchel), ICON_OVERLAY)
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if(4)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "satchel"), ICON_OVERLAY)
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return clothes_s
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proc/update_preview_icon(var/for_observer=0) //seriously. This is horrendous.
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del(preview_icon_front)
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del(preview_icon_side)
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del(preview_icon)
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var/g = "m"
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if(gender == FEMALE) g = "f"
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var/icon/icobase
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var/datum/species/current_species = all_species[species]
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if(current_species)
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icobase = current_species.icobase
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else
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icobase = 'icons/mob/human_races/r_human.dmi'
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var/fat=""
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if(disabilities&DISABILITY_FLAG_FAT && current_species.flags & CAN_BE_FAT)
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fat="_fat"
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preview_icon = new /icon(icobase, "torso_[g][fat]")
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preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
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preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
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for(var/name in list("l_arm","r_arm","l_leg","r_leg","l_foot","r_foot","l_hand","r_hand"))
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// make sure the organ is added to the list so it's drawn
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if(organ_data[name] == null)
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organ_data[name] = null
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for(var/name in organ_data)
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if(organ_data[name] == "amputated") continue
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var/o_icobase=icobase
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if(organ_data[name] == "peg")
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o_icobase='icons/mob/human_races/o_peg.dmi'
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else if(organ_data[name] == "cyborg")
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o_icobase='icons/mob/human_races/o_robot.dmi'
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var/icon/temp = new /icon(o_icobase, "[name]")
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preview_icon.Blend(temp, ICON_OVERLAY)
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// Skin tone
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if(current_species && (current_species.flags & HAS_SKIN_TONE))
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if (s_tone >= 0)
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preview_icon.Blend(rgb(s_tone, s_tone, s_tone), ICON_ADD)
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else
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preview_icon.Blend(rgb(-s_tone, -s_tone, -s_tone), ICON_SUBTRACT)
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var/icon/eyes_s = new/icon("icon" = 'icons/mob/human_face.dmi', "icon_state" = current_species ? current_species.eyes : "eyes_s")
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eyes_s.Blend(rgb(r_eyes, g_eyes, b_eyes), ICON_ADD)
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var/datum/sprite_accessory/hair_style = hair_styles_list[h_style]
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if(hair_style)
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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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hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
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eyes_s.Blend(hair_s, ICON_OVERLAY)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[f_style]
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if(facial_hair_style)
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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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facial_s.Blend(rgb(r_facial, g_facial, b_facial), ICON_ADD)
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eyes_s.Blend(facial_s, ICON_OVERLAY)
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var/icon/clothes_s = null
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// UNIFORM DMI
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var/uniform_dmi=current_species.uniform_icons
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if(disabilities&DISABILITY_FLAG_FAT && current_species.fat_uniform_icons)
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uniform_dmi=current_species.fat_uniform_icons
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// SHOES DMI
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var/feet_dmi=current_species.shoes_icons
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if(!for_observer)
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// Commenting this check so that, if all else fails, the preview icon is never naked. - N3X
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//if(job_civilian_low & ASSISTANT) //This gives the preview icon clothes depending on which job(if any) is set to 'high'
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clothes_s = new /icon(uniform_dmi, "grey_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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//else
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if(job_civilian_high)//I hate how this looks, but there's no reason to go through this switch if it's empty
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switch(job_civilian_high)
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if(HOP)
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clothes_s = new /icon(uniform_dmi, "hop_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(BARTENDER)
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clothes_s = new /icon(uniform_dmi, "ba_suit_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(BOTANIST)
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clothes_s = new /icon(uniform_dmi, "hydroponics_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "ggloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "apron"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-hyd")
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if(CHEF)
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clothes_s = new /icon(uniform_dmi, "chef_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "chef"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(JANITOR)
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clothes_s = new /icon(uniform_dmi, "janitor_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(LIBRARIAN)
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clothes_s = new /icon(uniform_dmi, "red_suit_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(QUARTERMASTER)
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clothes_s = new /icon(uniform_dmi, "qm_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(CARGOTECH)
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clothes_s = new /icon(uniform_dmi, "cargotech_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(MINER)
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clothes_s = new /icon(uniform_dmi, "miner_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng")
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if(LAWYER)
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clothes_s = new /icon(uniform_dmi, "internalaffairs_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "briefcase"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(CHAPLAIN)
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clothes_s = new /icon(uniform_dmi, "chapblack_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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if(CLOWN)
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clothes_s = new /icon(uniform_dmi, "clown_s")
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clothes_s.Blend(new /icon(feet_dmi, "clown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/mask.dmi', "clown"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/back.dmi', "clownpack"), ICON_OVERLAY)
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if(MIME)
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clothes_s = new /icon(uniform_dmi, "mime_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "lgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/mask.dmi', "mime"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "beret"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "suspenders"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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else if(job_medsci_high)
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switch(job_medsci_high)
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if(RD)
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clothes_s = new /icon(uniform_dmi, "director_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "clipboard"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-tox")
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if(SCIENTIST)
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clothes_s = new /icon(uniform_dmi, "toxinswhite_s")
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clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_tox_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-tox")
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if(CHEMIST)
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clothes_s = new /icon(uniform_dmi, "chemistrywhite_s")
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clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_chem_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-chem")
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if(CMO)
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clothes_s = new /icon(uniform_dmi, "cmo_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_cmo_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-med")
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if(DOCTOR)
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clothes_s = new /icon(uniform_dmi, "medical_s")
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clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_lefthand.dmi', "firstaid"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-med","medicalpack")
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if(GENETICIST)
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clothes_s = new /icon(uniform_dmi, "geneticswhite_s")
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clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_gen_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-gen")
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if(VIROLOGIST)
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clothes_s = new /icon(uniform_dmi, "virologywhite_s")
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clothes_s.Blend(new /icon(feet_dmi, "white"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/mask.dmi', "sterile"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_vir_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-vir","medicalpack")
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if(ROBOTICIST)
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clothes_s = new /icon(uniform_dmi, "robotics_s")
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clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
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else if(job_engsec_high)
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switch(job_engsec_high)
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if(CAPTAIN)
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clothes_s = new /icon(uniform_dmi, "captain_s")
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clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "captain"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/eyes.dmi', "sun"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "caparmor"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-cap")
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if(HOS)
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clothes_s = new /icon(uniform_dmi, "hosred_s")
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clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
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clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
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if(WARDEN)
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clothes_s = new /icon(uniform_dmi, "warden_s")
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clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
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clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
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clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
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|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
|
|
if(DETECTIVE)
|
|
clothes_s = new /icon(uniform_dmi, "detective_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/head.dmi', "detective"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "detective"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
if(OFFICER)
|
|
clothes_s = new /icon(uniform_dmi, "secred_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "jackboots"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/head.dmi', "helmet"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "armor"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-sec","securitypack")
|
|
if(CHIEF)
|
|
clothes_s = new /icon(uniform_dmi, "chief_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "brown"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/mask.dmi', "cigaron"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_white"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng","engiepack")
|
|
if(ENGINEER)
|
|
clothes_s = new /icon(uniform_dmi, "engine_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "orange"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/head.dmi', "hardhat0_yellow"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-eng","engiepack")
|
|
if(ATMOSTECH)
|
|
clothes_s = new /icon(uniform_dmi, "atmos_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/belt.dmi', "utility"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
if(ROBOTICIST)
|
|
clothes_s = new /icon(uniform_dmi, "robotics_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/hands.dmi', "bgloves"), ICON_UNDERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/items_righthand.dmi', "toolbox_blue"), ICON_OVERLAY)
|
|
clothes_s.Blend(new /icon('icons/mob/suit.dmi', "labcoat_open"), ICON_OVERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
if(AI)//Gives AI and borgs assistant-wear, so they can still customize their character
|
|
clothes_s = new /icon(uniform_dmi, "grey_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
if(CYBORG)
|
|
clothes_s = new /icon(uniform_dmi, "grey_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
|
|
// Observers get tourist outfit.
|
|
else
|
|
clothes_s = new /icon(uniform_dmi, "tourist_s")
|
|
clothes_s.Blend(new /icon(feet_dmi, "black"), ICON_UNDERLAY)
|
|
clothes_s=blend_backpack(clothes_s,backbag,"satchel-norm")
|
|
|
|
if(disabilities & NEARSIGHTED)
|
|
preview_icon.Blend(new /icon('icons/mob/eyes.dmi', "glasses"), ICON_OVERLAY)
|
|
|
|
preview_icon.Blend(eyes_s, ICON_OVERLAY)
|
|
if(clothes_s)
|
|
preview_icon.Blend(clothes_s, ICON_OVERLAY)
|
|
preview_icon_front = new(preview_icon, dir = SOUTH)
|
|
preview_icon_side = new(preview_icon, dir = WEST)
|
|
|
|
del(eyes_s)
|
|
del(clothes_s) |