Ports Hair Gradiants

This commit is contained in:
keronshb
2021-08-26 11:58:09 -04:00
parent ce438957d7
commit 47078e9a85
12 changed files with 151 additions and 0 deletions
+6
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@@ -70,6 +70,12 @@
cost = 1500
contains = list(/obj/item/toy/plush/beeplushie)
/datum/supply_pack/goody/dyespray
name = "Hair Dye Spray"
desc = "A cool spray to dye your hair with awesome colors!"
cost = PAYCHECK_EASY * 2
contains = list(/obj/item/dyespray)
/datum/supply_pack/goody/beach_ball
name = "Beach Ball"
desc = "The simple beach ball is one of Nanotrasen's most popular products. 'Why do we make beach balls? Because we can! (TM)' - Nanotrasen"
@@ -1058,3 +1058,58 @@
/datum/sprite_accessory/hair/zone
name = "Zone"
icon_state = "hair_zone"
/datum/sprite_accessory/hair_gradient
icon = 'icons/mob/hair_gradients.dmi'
/datum/sprite_accessory/hair_gradient/none
name = "None"
icon_state = "none"
/datum/sprite_accessory/hair_gradient/fadeup
name = "Fade Up"
icon_state = "fadeup"
/datum/sprite_accessory/hair_gradient/fadedown
name = "Fade Down"
icon_state = "fadedown"
/datum/sprite_accessory/hair_gradient/vertical_split
name = "Vertical Split"
icon_state = "vsplit"
/datum/sprite_accessory/hair_gradient/_split
name = "Horizontal Split"
icon_state = "bottomflat"
/datum/sprite_accessory/hair_gradient/reflected
name = "Reflected"
icon_state = "reflected_high"
/datum/sprite_accessory/hair_gradient/reflected_inverse
name = "Reflected Inverse"
icon_state = "reflected_inverse_high"
/datum/sprite_accessory/hair_gradient/wavy
name = "Wavy"
icon_state = "wavy"
/datum/sprite_accessory/hair_gradient/long_fade_up
name = "Long Fade Up"
icon_state = "long_fade_up"
/datum/sprite_accessory/hair_gradient/long_fade_down
name = "Long Fade Down"
icon_state = "long_fade_down"
/datum/sprite_accessory/hair_gradient/short_fade_up
name = "Short Fade Up"
icon_state = "short_fade_up"
/datum/sprite_accessory/hair_gradient/short_fade_down
name = "Short Fade Down"
icon_state = "short_fade_down"
/datum/sprite_accessory/hair_gradient/wavy_spike
name = "Spiked Wavy"
icon_state = "wavy_spiked"
@@ -20,6 +20,11 @@
var/hair_color = "000"
var/hair_style = "Bald"
///Colour used for the hair gradient.
var/grad_color = "000"
///Style used for the hair gradient.
var/grad_style
//Facial hair colour and style
var/facial_hair_color = "000"
var/facial_hair_style = "Shaved"
@@ -52,6 +52,10 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
var/hair_color
///The alpha used by the hair. 255 is completely solid, 0 is invisible.
var/hair_alpha = 255
///The gradient style used for the mob's hair.
var/grad_style
///The gradient color used to color the gradient.
var/grad_color
///Does the species use skintones or not? As of now only used by humans.
var/use_skintones = FALSE
@@ -678,6 +682,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(!hair_hidden || dynamic_hair_suffix)
var/mutable_appearance/hair_overlay = mutable_appearance(layer = -HAIR_LAYER)
var/mutable_appearance/gradient_overlay = mutable_appearance(layer = -HAIR_LAYER)
if(!hair_hidden && !H.getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain
if(!(NOBLOOD in species_traits))
hair_overlay.icon = 'icons/mob/human_parts.dmi'
@@ -713,8 +718,21 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
hair_overlay.color = "#" + hair_color
else
hair_overlay.color = "#" + H.hair_color
//Gradients
grad_style = H.grad_style
grad_color = H.grad_color
if(grad_style)
var/datum/sprite_accessory/gradient = GLOB.hair_gradients_list[grad_style]
var/icon/temp = icon(gradient.icon, gradient.icon_state)
var/icon/temp_hair = icon(hair_file, hair_state)
temp.Blend(temp_hair, ICON_ADD)
gradient_overlay.icon = temp
gradient_overlay.color = "#" + grad_color
else
hair_overlay.color = forced_colour
hair_overlay.alpha = hair_alpha
if(OFFSET_HAIR in H.dna.species.offset_features)
@@ -723,6 +741,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
if(hair_overlay.icon)
standing += hair_overlay
standing += gradient_overlay
if(standing.len)
H.overlays_standing[HAIR_LAYER] = standing
+1
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@@ -9,6 +9,7 @@
/obj/item/toy/cards/deck/cas/black = 3,
/obj/item/toy/cards/deck/unum = 3,
/obj/item/cardpack/series_one = 10,
/obj/item/dyespray=3,
/obj/item/tcgcard_binder = 5)
contraband = list(/obj/item/dice/fudge = 9)
premium = list(/obj/item/melee/skateboard/pro = 3,