diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index fed2987a89..a4ae6590bf 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -233,11 +233,15 @@ #define OFFSET_S_STORE "s_store" #define OFFSET_FACEMASK "mask" #define OFFSET_HEAD "head" -#define OFFSET_FACE "face" +#define OFFSET_EYES "eyes" +#define OFFSET_LIPS "lips" #define OFFSET_BELT "belt" #define OFFSET_BACK "back" #define OFFSET_SUIT "suit" #define OFFSET_NECK "neck" +#define OFFSET_HAIR "hair" +#define OFFSET_FHAIR "fhair" +#define OFFSET_MUTPARTS "mutantparts" //MINOR TWEAKS/MISC #define AGE_MIN 18 //youngest a character can be //CITADEL EDIT - 17 --> 18 diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index b6346bead8..50d3fe46fb 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -9,9 +9,29 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) var/name // this is the fluff name. these will be left generic (such as 'Lizardperson' for the lizard race) so servers can change them to whatever var/default_color = "#FFF" // if alien colors are disabled, this is the color that will be used by that race - var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows + var/sexes = 1 // whether or not the race has sexual characteristics. at the moment this is only 0 for skeletons and shadows - var/list/offset_features = list(OFFSET_UNIFORM = list(0,0), OFFSET_ID = list(0,0), OFFSET_GLOVES = list(0,0), OFFSET_GLASSES = list(0,0), OFFSET_EARS = list(0,0), OFFSET_SHOES = list(0,0), OFFSET_S_STORE = list(0,0), OFFSET_FACEMASK = list(0,0), OFFSET_HEAD = list(0,0), OFFSET_FACE = list(0,0), OFFSET_BELT = list(0,0), OFFSET_BACK = list(0,0), OFFSET_SUIT = list(0,0), OFFSET_NECK = list(0,0)) + //Species Icon Drawing Offsets - Pixel X, Pixel Y, Aka X = Horizontal and Y = Vertical, from bottom left corner + var/list/offset_features = list( + OFFSET_UNIFORM = list(0,0), + OFFSET_ID = list(0,0), + OFFSET_GLOVES = list(0,0), + OFFSET_GLASSES = list(0,0), + OFFSET_EARS = list(0,0), + OFFSET_SHOES = list(0,0), + OFFSET_S_STORE = list(0,0), + OFFSET_FACEMASK = list(0,0), + OFFSET_HEAD = list(0,0), + OFFSET_EYES = list(0,0), + OFFSET_LIPS = list(0,0), + OFFSET_BELT = list(0,0), + OFFSET_BACK = list(0,0), + OFFSET_HAIR = list(0,0), + OFFSET_FHAIR = list(0,0), + OFFSET_SUIT = list(0,0), + OFFSET_NECK = list(0,0), + OFFSET_MUTPARTS = list(0,0) + ) var/hair_color // this allows races to have specific hair colors... if null, it uses the H's hair/facial hair colors. if "mutcolor", it uses the H's mutant_color var/hair_alpha = 255 // the alpha used by the hair. 255 is completely solid, 0 is transparent. @@ -401,6 +421,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) facial_overlay.alpha = hair_alpha + if(OFFSET_FHAIR in H.dna.species.offset_features) + facial_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FHAIR][1] + facial_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FHAIR][2] + standing += facial_overlay if(H.head) @@ -458,9 +482,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) else hair_overlay.color = forced_colour hair_overlay.alpha = hair_alpha - if(OFFSET_FACE in H.dna.species.offset_features) - hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1] - hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2] + + if(OFFSET_HAIR in H.dna.species.offset_features) + hair_overlay.pixel_x += H.dna.species.offset_features[OFFSET_HAIR][1] + hair_overlay.pixel_y += H.dna.species.offset_features[OFFSET_HAIR][2] + if(hair_overlay.icon) standing += hair_overlay @@ -481,9 +507,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) if(H.lip_style && (LIPS in species_traits)) var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[H.lip_style]", -BODY_LAYER) lip_overlay.color = H.lip_color - if(OFFSET_FACE in H.dna.species.offset_features) - lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1] - lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2] + + if(OFFSET_LIPS in H.dna.species.offset_features) + lip_overlay.pixel_x += H.dna.species.offset_features[OFFSET_LIPS][1] + lip_overlay.pixel_y += H.dna.species.offset_features[OFFSET_LIPS][2] + standing += lip_overlay // eyes @@ -496,9 +524,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER) if((EYECOLOR in species_traits) && has_eyes) eye_overlay.color = "#" + H.eye_color - if(OFFSET_FACE in H.dna.species.offset_features) - eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_FACE][1] - eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_FACE][2] + + if(OFFSET_EYES in H.dna.species.offset_features) + eye_overlay.pixel_x += H.dna.species.offset_features[OFFSET_EYES][1] + eye_overlay.pixel_y += H.dna.species.offset_features[OFFSET_EYES][2] + standing += eye_overlay //Underwear, Undershirts & Socks @@ -851,6 +881,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) for(var/index=1, index<=husklist.len, index++) husklist[index] = husklist[index]/255 accessory_overlay.color = husklist + + if(OFFSET_MUTPARTS in H.dna.species.offset_features) + accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1] + accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2] + standing += accessory_overlay if(S.hasinner) @@ -863,6 +898,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) if(S.center) inner_accessory_overlay = center_image(inner_accessory_overlay, S.dimension_x, S.dimension_y) + if(OFFSET_MUTPARTS in H.dna.species.offset_features) + inner_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1] + inner_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2] + standing += inner_accessory_overlay if(S.extra) //apply the extra overlay, if there is one @@ -903,6 +942,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) if(HORNCOLOR) extra_accessory_overlay.color = "#[H.horn_color]" + + if(OFFSET_MUTPARTS in H.dna.species.offset_features) + extra_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1] + extra_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2] + standing += extra_accessory_overlay if(S.extra2) //apply the extra overlay, if there is one @@ -937,6 +981,11 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) extra2_accessory_overlay.color = "#[H.hair_color]" if(HORNCOLOR) extra2_accessory_overlay.color = "#[H.horn_color]" + + if(OFFSET_MUTPARTS in H.dna.species.offset_features) + extra2_accessory_overlay.pixel_x += H.dna.species.offset_features[OFFSET_MUTPARTS][1] + extra2_accessory_overlay.pixel_y += H.dna.species.offset_features[OFFSET_MUTPARTS][2] + standing += extra2_accessory_overlay diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 03c7209152..91ff5a3066 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -709,9 +709,9 @@ generate/load female uniform sprites matching all previously decided variables if(lip_style && (LIPS in dna.species.species_traits)) var/mutable_appearance/lip_overlay = mutable_appearance('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER) lip_overlay.color = lip_color - if(OFFSET_FACE in dna.species.offset_features) - lip_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1] - lip_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2] + if(OFFSET_LIPS in dna.species.offset_features) + lip_overlay.pixel_x += dna.species.offset_features[OFFSET_LIPS][1] + lip_overlay.pixel_y += dna.species.offset_features[OFFSET_LIPS][2] add_overlay(lip_overlay) // eyes @@ -724,9 +724,9 @@ generate/load female uniform sprites matching all previously decided variables eye_overlay = mutable_appearance('icons/mob/human_face.dmi', "eyes", -BODY_LAYER) if((EYECOLOR in dna.species.species_traits) && has_eyes) eye_overlay.color = "#" + eye_color - if(OFFSET_FACE in dna.species.offset_features) - eye_overlay.pixel_x += dna.species.offset_features[OFFSET_FACE][1] - eye_overlay.pixel_y += dna.species.offset_features[OFFSET_FACE][2] + if(OFFSET_EYES in dna.species.offset_features) + eye_overlay.pixel_x += dna.species.offset_features[OFFSET_EYES][1] + eye_overlay.pixel_y += dna.species.offset_features[OFFSET_EYES][2] add_overlay(eye_overlay) dna.species.handle_hair(src)