Merge pull request #13286 from timothyteakettle/heterochromia
heterochromia: you can select individual eye colours
This commit is contained in:
@@ -17,7 +17,9 @@
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facial_hair_style = random_facial_hair_style(gender)
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hair_color = random_short_color()
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facial_hair_color = hair_color
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eye_color = random_eye_color()
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var/random_eye_color = random_eye_color()
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left_eye_color = random_eye_color
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right_eye_color = random_eye_color
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if(!pref_species)
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var/rando_race = pick(GLOB.roundstart_races)
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pref_species = new rando_race()
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@@ -92,7 +92,7 @@
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if(!(SLOT_GLASSES in obscured))
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if(glasses)
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. += "[t_He] [t_has] [glasses.get_examine_string(user)] covering [t_his] eyes."
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else if(eye_color == BLOODCULT_EYE && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
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else if((left_eye_color == BLOODCULT_EYE || right_eye_color == BLOODCULT_EYE) && iscultist(src) && HAS_TRAIT(src, TRAIT_CULT_EYES))
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. += "<span class='warning'><B>[t_His] eyes are glowing an unnatural red!</B></span>"
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else if(HAS_TRAIT(src, TRAIT_HIJACKER))
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var/obj/item/implant/hijack/H = user.getImplant(/obj/item/implant/hijack)
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@@ -24,7 +24,8 @@
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var/facial_hair_style = "Shaved"
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//Eye colour
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var/eye_color = "000"
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var/left_eye_color = "000"
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var/right_eye_color = "000"
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var/skin_tone = "caucasian1" //Skin tone
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@@ -570,19 +570,21 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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// eyes
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if(!(NOEYES in species_traits))
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var/has_eyes = H.getorganslot(ORGAN_SLOT_EYES)
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var/mutable_appearance/eye_overlay
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if(!has_eyes)
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
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standing += mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
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else
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
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if((EYECOLOR in species_traits) && has_eyes)
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eye_overlay.color = "#" + H.eye_color
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if(OFFSET_EYES in H.dna.species.offset_features)
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eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_EYES][1]
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eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_EYES][2]
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standing += eye_overlay
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var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
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var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
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if((EYECOLOR in species_traits) && has_eyes)
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left_eye.color = "#" + H.left_eye_color
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right_eye.color = "#" + H.right_eye_color
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if(OFFSET_EYES in offset_features)
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left_eye.pixel_x += offset_features[OFFSET_EYES][1]
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left_eye.pixel_y += offset_features[OFFSET_EYES][2]
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right_eye.pixel_x += offset_features[OFFSET_EYES][1]
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right_eye.pixel_y += offset_features[OFFSET_EYES][2]
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standing += left_eye
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standing += right_eye
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//Underwear, Undershirts & Socks
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if(!(NO_UNDERWEAR in species_traits))
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@@ -783,7 +785,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(FACEHAIR)
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accessory_overlay.color = "#[H.facial_hair_color]"
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if(EYECOLOR)
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accessory_overlay.color = "#[H.eye_color]"
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accessory_overlay.color = "#[H.left_eye_color]"
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if(HORNCOLOR)
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accessory_overlay.color = "#[H.dna.features["horns_color"]]"
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if(WINGCOLOR)
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@@ -838,7 +840,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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if(FACEHAIR)
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extra_accessory_overlay.color = "#[H.facial_hair_color]"
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if(EYECOLOR)
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extra_accessory_overlay.color = "#[H.eye_color]"
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extra_accessory_overlay.color = "#[H.left_eye_color]"
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if(HORNCOLOR)
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extra_accessory_overlay.color = "#[H.dna.features["horns_color"]]"
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@@ -758,17 +758,22 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
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// eyes
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if(!(NOEYES in dna.species.species_traits))
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var/has_eyes = getorganslot(ORGAN_SLOT_EYES)
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var/mutable_appearance/eye_overlay
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if(!has_eyes)
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER)
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add_overlay(mutable_appearance('icons/mob/human_face.dmi', "eyes_missing", -BODY_LAYER))
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else
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eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER)
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if((EYECOLOR in dna.species.species_traits) && has_eyes)
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eye_overlay.color = "#" + eye_color
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if(OFFSET_EYES in dna.species.offset_features)
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eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
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eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
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add_overlay(eye_overlay)
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var/mutable_appearance/left_eye = mutable_appearance('icons/mob/human_face.dmi', "left_eye", -BODY_LAYER)
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var/mutable_appearance/right_eye = mutable_appearance('icons/mob/human_face.dmi', "right_eye", -BODY_LAYER)
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if((EYECOLOR in dna.species.species_traits) && has_eyes)
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left_eye.color = "#" + left_eye_color
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right_eye.color = "#" + right_eye_color
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if(OFFSET_EYES in dna.species.offset_features)
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left_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
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left_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
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right_eye.pixel_x += dna.species.offset_features[OFFSET_EYES][1]
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right_eye.pixel_y += dna.species.offset_features[OFFSET_EYES][2]
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add_overlay(left_eye)
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add_overlay(right_eye)
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dna.species.handle_hair(src)
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