5731ea7cad
* Genital refactoring and masturbation rework Refactors a lot of genitalia code. Reworks masturbation code. Adds the ability to expose onself through clothing (Still bugfixing it). * Fixes it so everything works Toggling exposing your genitals now works properly. You can now expose genitals through clothing. Genitalia is rendered a bit more modularly and less hardcoded. Genitalia no longer has linked_penis and such, but instead linked_organ. More variables made general for genitals. Breasts can now be used to masturbate and climax, also letting you fill beakers and others with milk. Both being pulled and pulling someone can let you count them as a partner for climaxing verbs. Mob_climax split up into more sub-procs. Hexacrocin made less verbose, and not as spam-happy with forced orgasms. Hexacamphor also made less verbose. * Removes outcommented code Forgot to remove the old masturbation code that I commented out. * Changes one tab further on line 248 As pointed out to me ^^. * Climaxing with partner tabulation Also copied the command for the spillage version. * capitalisation and timers Removed timers from forced climaxes and made it a default value parameter instead, so it's adjustable. Changed capitalisation of genitals and the mentions of them now use the .name to avoid including a "The" in the mention. * I accidentally runtimestation Accidentally committed changing the map to runtimestation when I debugged my code. Changed it back to basemap now.
334 lines
9.6 KiB
Plaintext
334 lines
9.6 KiB
Plaintext
/obj/item/organ/genital
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color = "#fcccb3"
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var/shape = "human"
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var/sensitivity = 1
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var/list/genital_flags = list()
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var/can_masturbate_with = FALSE
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var/masturbation_verb = "masturbate"
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var/can_climax = FALSE
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var/fluid_transfer_factor = 0.0 //How much would a partner get in them if they climax using this?
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var/size = 2 //can vary between num or text, just used in icon_state strings
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var/fluid_id = null
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var/fluid_max_volume = 50
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var/fluid_efficiency = 1
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var/fluid_rate = 1
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var/fluid_mult = 1
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var/producing = FALSE
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var/aroused_state = FALSE //Boolean used in icon_state strings
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var/aroused_amount = 50 //This is a num from 0 to 100 for arousal percentage for when to use arousal state icons.
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var/obj/item/organ/genital/linked_organ
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var/through_clothes = FALSE
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var/internal = FALSE
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/obj/item/organ/genital/Initialize()
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. = ..()
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if(!reagents)
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create_reagents(fluid_max_volume)
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update()
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/obj/item/organ/genital/Destroy()
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remove_ref()
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if(owner)
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Remove(owner, 1)//this should remove references to it, so it can be GCd correctly
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update_link()//this should remove any other links it has
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return ..()
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/obj/item/organ/genital/proc/update()
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if(QDELETED(src))
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return
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update_size()
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update_appearance()
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update_link()
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//exposure and through-clothing code
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/mob/living/carbon
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var/list/exposed_genitals = list() //Keeping track of them so we don't have to iterate through every genitalia and see if exposed
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/obj/item/organ/genital/proc/is_exposed()
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if(!owner)
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return FALSE
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if(internal)
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return FALSE
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if(through_clothes)
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return TRUE
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/obj/item/organ/genital/proc/toggle_through_clothes()
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if(through_clothes)
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through_clothes = FALSE
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owner.exposed_genitals -= src
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else
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through_clothes = TRUE
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owner.exposed_genitals += src
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if(ishuman(owner)) //recast to use update genitals proc
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var/mob/living/carbon/human/H = owner
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H.update_genitals()
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/mob/living/carbon/verb/toggle_genitals()
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set category = "IC"
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set name = "Expose/Hide genitals"
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set desc = "Allows you to toggle which genitals should show through clothes or not."
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var/list/genital_list = list()
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for(var/obj/item/organ/O in internal_organs)
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if(istype(O, /obj/item/organ/genital))
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var/obj/item/organ/genital/G = O
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if(!G.internal)
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genital_list += G
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if(!genital_list.len) //There is nothing to expose
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return
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//Full list of exposable genitals created
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var/obj/item/organ/genital/picked_organ
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picked_organ = input(src, "Expose/Hide genitals", "Choose which genitalia to expose/hide", null) in genital_list
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if(picked_organ)
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picked_organ.toggle_through_clothes()
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return
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/obj/item/organ/genital/proc/update_size()
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/obj/item/organ/genital/proc/update_appearance()
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/obj/item/organ/genital/proc/update_link()
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/obj/item/organ/genital/proc/remove_ref()
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if(linked_organ)
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linked_organ.linked_organ = null
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linked_organ = null
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/obj/item/organ/genital/Insert(mob/living/carbon/M, special = 0)
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..()
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update()
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/obj/item/organ/genital/Remove(mob/living/carbon/M, special = 0)
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..()
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update()
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//proc to give a player their genitals and stuff when they log in
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/mob/living/carbon/human/proc/give_genitals(clean=0)//clean will remove all pre-existing genitals. proc will then give them any genitals that are enabled in their DNA
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if (NOGENITALS in dna.species.species_traits)
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return
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if(clean)
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var/obj/item/organ/genital/GtoClean
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for(GtoClean in internal_organs)
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qdel(GtoClean)
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//Order should be very important. FIRST vagina, THEN testicles, THEN penis, as this affects the order they are rendered in.
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if(dna.features["has_breasts"])
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give_breasts()
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if(dna.features["has_vag"])
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give_vagina()
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if(dna.features["has_womb"])
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give_womb()
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if(dna.features["has_balls"])
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give_balls()
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if(dna.features["has_cock"])
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give_penis()
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if(dna.features["has_ovi"])
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give_ovipositor()
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if(dna.features["has_eggsack"])
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give_eggsack()
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/mob/living/carbon/human/proc/give_penis()
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if(!dna)
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return FALSE
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if(NOGENITALS in dna.species.species_traits)
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return FALSE
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if(!getorganslot("penis"))
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var/obj/item/organ/genital/penis/P = new
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P.Insert(src)
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if(P)
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if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
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P.color = skintone2hex(skin_tone)
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else
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P.color = "#[dna.features["cock_color"]]"
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P.length = dna.features["cock_length"]
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P.girth_ratio = dna.features["cock_girth_ratio"]
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P.shape = dna.features["cock_shape"]
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P.update()
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/mob/living/carbon/human/proc/give_balls()
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if(!dna)
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return FALSE
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if(NOGENITALS in dna.species.species_traits)
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return FALSE
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if(!getorganslot("testicles"))
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var/obj/item/organ/genital/testicles/T = new
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T.Insert(src)
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// if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
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// T.color = skintone2hex(skin_tone)
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// else
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// T.color = "#[dna.features["balls_color"]]"
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if(T)
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T.size = dna.features["balls_size"]
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T.sack_size = dna.features["balls_sack_size"]
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T.fluid_id = dna.features["balls_fluid"]
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T.fluid_rate = dna.features["balls_cum_rate"]
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T.fluid_mult = dna.features["balls_cum_mult"]
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T.fluid_efficiency = dna.features["balls_efficiency"]
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T.update()
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/mob/living/carbon/human/proc/give_breasts()
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if(!dna)
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return FALSE
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if(NOGENITALS in dna.species.species_traits)
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return FALSE
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if(!getorganslot("breasts"))
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var/obj/item/organ/genital/breasts/B = new
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B.Insert(src)
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if(B)
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if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
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B.color = skintone2hex(skin_tone)
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else
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B.color = "#[dna.features["breasts_color"]]"
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B.size = dna.features["breasts_size"]
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B.shape = dna.features["breasts_shape"]
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B.fluid_id = dna.features["breasts_fluid"]
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B.update()
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/mob/living/carbon/human/proc/give_ovipositor()
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/mob/living/carbon/human/proc/give_eggsack()
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/mob/living/carbon/human/proc/give_vagina()
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if(!dna)
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return FALSE
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if(NOGENITALS in dna.species.species_traits)
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return FALSE
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if(!getorganslot("vagina"))
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var/obj/item/organ/genital/vagina/V = new
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V.Insert(src)
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if(V)
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if(dna.species.use_skintones && dna.features["genitals_use_skintone"])
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V.color = skintone2hex(skin_tone)
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else
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V.color = "[dna.features["vag_color"]]"
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V.shape = "[dna.features["vag_shape"]]"
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V.update()
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/mob/living/carbon/human/proc/give_womb()
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if(!dna)
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return FALSE
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if(NOGENITALS in dna.species.species_traits)
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return FALSE
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if(!getorganslot("womb"))
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var/obj/item/organ/genital/womb/W = new
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W.Insert(src)
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if(W)
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W.update()
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/datum/species/proc/genitals_layertext(layer)
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switch(layer)
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if(GENITALS_BEHIND_LAYER)
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return "BEHIND"
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if(GENITALS_ADJ_LAYER)
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return "ADJ"
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if(GENITALS_FRONT_LAYER)
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return "FRONT"
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//procs to handle sprite overlays being applied to humans
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/obj/item/equipped(mob/user, slot)
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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H.update_genitals()
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..()
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/mob/living/carbon/human/doUnEquip(obj/item/I, force)
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. = ..()
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if(!.)
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return
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update_genitals()
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/mob/living/carbon/human/proc/update_genitals()
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if(src && !QDELETED(src))
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dna.species.handle_genitals(src)
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/datum/species/proc/handle_genitals(mob/living/carbon/human/H)
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if(!H)//no args
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CRASH("H = null")
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if(!LAZYLEN(H.internal_organs))//if they have no organs, we're done
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return
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if(NOGENITALS in species_traits)//golems and such
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return
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var/list/genitals_to_add = list()
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var/list/relevant_layers = list(GENITALS_BEHIND_LAYER, GENITALS_ADJ_LAYER, GENITALS_FRONT_LAYER)
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var/list/standing = list()
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var/size = null
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for(var/L in relevant_layers) //Less hardcode
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H.remove_overlay(L)
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if(H.disabilities & HUSK)
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return
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//start scanning for genitals
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//var/list/worn_stuff = H.get_equipped_items()//cache this list so it's not built again
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for(var/obj/item/organ/O in H.internal_organs)
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if(istype(O, /obj/item/organ/genital))
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var/obj/item/organ/genital/G = O
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if(G.is_exposed()) //Checks appropriate clothing slot and if it's through_clothes
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genitals_to_add += H.getorganslot(G.slot)
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//Now we added all genitals that aren't internal and should be rendered
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var/image/I
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//start applying overlays
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for(var/layer in relevant_layers)
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var/layertext = genitals_layertext(layer)
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for(var/obj/item/organ/genital/G in genitals_to_add)
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var/datum/sprite_accessory/S
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size = G.size
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switch(G.type)
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if(/obj/item/organ/genital/penis)
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S = GLOB.cock_shapes_list[G.shape]
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if(/obj/item/organ/genital/vagina)
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S = GLOB.vagina_shapes_list[G.shape]
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if(/obj/item/organ/genital/breasts)
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S = GLOB.breasts_shapes_list[G.shape]
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if(!S || S.icon_state == "none")
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continue
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var/icon_string
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if(S.alt_aroused)
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G.aroused_state = H.isPercentAroused(G.aroused_amount)
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else
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G.aroused_state = FALSE
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icon_string = "[G.slot]_[S.icon_state]_[size]_[G.aroused_state]_[layertext]"
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I = image("icon" = S.icon, "icon_state" = icon_string, "layer" =- layer)
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if(S.center)
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I = center_image(I,S.dimension_x,S.dimension_y)
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if(use_skintones && H.dna.features["genitals_use_skintone"])
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I.color = "#[skintone2hex(H.skin_tone)]"
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else
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switch(S.color_src)
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if("cock_color")
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I.color = "#[H.dna.features["cock_color"]]"
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if("breasts_color")
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I.color = "#[H.dna.features["breasts_color"]]"
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if("vag_color")
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I.color = "#[H.dna.features["vag_color"]]"
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if(MUTCOLORS)
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if(fixed_mut_color)
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I.color = "#[fixed_mut_color]"
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else
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I.color = "#[H.dna.features["mcolor"]]"
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if(MUTCOLORS2)
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if(fixed_mut_color2)
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I.color = "#[fixed_mut_color2]"
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else
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I.color = "#[H.dna.features["mcolor2"]]"
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if(MUTCOLORS3)
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if(fixed_mut_color3)
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I.color = "#[fixed_mut_color3]"
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else
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I.color = "#[H.dna.features["mcolor3"]]"
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standing += I
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if(LAZYLEN(standing))
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H.overlays_standing[layer] = standing.Copy()
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standing = list()
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for(var/L in relevant_layers)
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H.apply_overlay(L) |