@@ -286,4 +286,4 @@ GLOBAL_LIST_INIT(greyscale_limb_types, list("human","moth","lizard","pod","plant
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GLOBAL_LIST_INIT(prosthetic_limb_types, list("xion","bishop","cybersolutions","grayson","hephaestus","nanotrasen","talon"))
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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"))
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GLOBAL_LIST_INIT(eye_types, list("normal", "insect", "moth", "double", "double2", "cyclops"))
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@@ -5,7 +5,7 @@
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// You do not need to raise this if you are adding new values that have sane defaults.
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// Only raise this value when changing the meaning/format/name/layout of an existing value
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// where you would want the updater procs below to run
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#define SAVEFILE_VERSION_MAX 36
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#define SAVEFILE_VERSION_MAX 37
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/*
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SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Carn
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@@ -204,10 +204,19 @@ SAVEFILE UPDATING/VERSIONING - 'Simplified', or rather, more coder-friendly ~Car
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if(S["species"] == "lizard")
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features["mam_snouts"] = features["snout"]
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if(current_version < 36)
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if(current_version < 36) //introduction of heterochromia
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left_eye_color = S["eye_color"]
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right_eye_color = S["eye_color"]
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if(current_version < 37) //introduction of chooseable eye types/sprites
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if(S["species"] == "insect")
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left_eye_color = "#000000"
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right_eye_color = "#000000"
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if(chosen_limb_id == "moth" || chosen_limb_id == "moth_not_greyscale") //these actually have slightly different eyes!
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eye_type = "moth"
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else
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eye_type = "insect"
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/datum/preferences/proc/load_path(ckey,filename="preferences.sav")
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if(!ckey)
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return
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@@ -591,7 +591,9 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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else
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var/left_state = DEFAULT_LEFT_EYE_STATE
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var/right_state = DEFAULT_RIGHT_EYE_STATE
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if(GLOB.eye_types[eye_type])
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message_admins("okay so our eye type is [eye_type] and we can index it to know [GLOB.eye_types[eye_type]]")
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if(eye_type in GLOB.eye_types)
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message_admins("to know that it's in!")
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left_state = eye_type + "_left_eye"
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right_state = eye_type + "_right_eye"
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var/mutable_appearance/left_eye = mutable_appearance('icons/mob/eyes.dmi', left_state, -BODY_LAYER)
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