Added visual stuffed states
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@@ -71,6 +71,8 @@
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if(genital_flags & UPDATE_OWNER_APPEARANCE && owner && ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.update_genitals()
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if(owner)//GS13: rebuild overlays on genitals appearance update, for modular clothes
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owner.update_inv_w_uniform()
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if(linked_organ_slot || (linked_organ && !owner))
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update_link()
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@@ -356,7 +358,13 @@
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if("belly_color")
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genital_overlay.color = "#[dna.features["belly_color"]]"
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genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size][(dna.species.use_skintones && !dna.skin_tone_override) ? "_s" : ""]_[aroused_state]_[layertext]"
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//GS13 Port - Specific check for belly since we need organ values specifically and not sprite_accessories, maybe can rewrite this more generically later?
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// In any case I don't want any specific calculations done here
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if(G.slot == "belly")
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genital_overlay.icon = G.icon
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genital_overlay.icon_state = "[G.icon_state]_[aroused_state]_[layertext]"
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else
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genital_overlay.icon_state = "[G.slot]_[S.icon_state]_[size][(dna.species.use_skintones && !dna.skin_tone_override) ? "_s" : ""]_[aroused_state]_[layertext]"
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if(layers_num[layer] == GENITALS_FRONT_LAYER && G.genital_flags & GENITAL_THROUGH_CLOTHES)
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genital_overlay.layer = -GENITALS_EXPOSED_LAYER
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