rp marking ui
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@@ -350,3 +350,6 @@ GLOBAL_LIST_INIT(nongendered_limb_types, list("fly", "zombie" ,"synth", "shadow"
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//list of eye types, corresponding to a respective left and right icon state for the set of eyes
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GLOBAL_LIST_INIT(eye_types, list("normal", "insect", "moth", "double", "double2", "double3", "cyclops"))
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//list linking bodypart bitflags to their actual names
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GLOBAL_LIST_INIT(bodypart_names, list(num2text(HEAD) = "Head", num2text(CHEST) = "Chest", num2text(LEG_LEFT) = "Left Leg", num2text(LEG_RIGHT) = "Right Leg", num2text(ARM_LEFT) = "Left Arm", num2text(ARM_RIGHT) = "Right Arm"))
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@@ -512,7 +512,29 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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dat += "</td>"
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mutant_category = 0
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// rp marking selection
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// assume you can only have mam markings or regular markings or none, never both
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var/marking_type
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if(parent.can_have_part("body_markings"))
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marking_type = "body_markings"
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else if(parent.can_have_part("mam_body_markings"))
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marking_type = "mam_body_markings"
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if(marking_type)
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dat += APPEARANCE_CATEGORY_COLUMN
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dat += "<h3>[GLOB.all_mutant_parts[marking_type]]</h3>" // give it the appropriate title for the type of marking
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// list out the current markings you have
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if(length(features[marking_type]))
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dat += "<table>"
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for(var/list/marking_list in features[marking_type])
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var/actual_name = GLOB.bodypart_names[num2text(marking_list[1])] // get the actual name from the bitflag representing the part the marking is applied to
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dat += "<tr><td>[marking_list[2]] - [actual_name]</td> <td><a>˄</a> <a>˅</a></td></tr>"
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dat += "</table>"
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for(var/mutant_part in GLOB.all_mutant_parts)
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// these are sorted out separately due to the rp marking system being funky
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// NOTE TO SELF: UNCOMMENT THIS ONCE YOU'RE DONE DEBUGGING
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//if(istype(accessory, /datum/sprite_accessory/mam_body_markings) || istype(accessory, /datum/sprite_accessory/body_markings))
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// continue
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if(parent.can_have_part(mutant_part))
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if(!mutant_category)
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dat += APPEARANCE_CATEGORY_COLUMN
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@@ -531,8 +553,6 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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if(accessory)
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if(accessory.color_src == MATRIXED || accessory.color_src == MUTCOLORS || accessory.color_src == MUTCOLORS2 || accessory.color_src == MUTCOLORS3) //mutcolors1-3 are deprecated now, please don't rely on these in the future
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var/mutant_string = accessory.mutant_part_string
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if(istype(accessory, /datum/sprite_accessory/mam_body_markings) || istype(accessory, /datum/sprite_accessory/body_markings))
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continue
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var/primary_feature = "[mutant_string]_primary"
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var/secondary_feature = "[mutant_string]_secondary"
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var/tertiary_feature = "[mutant_string]_tertiary"
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