* Rebase fail. good thing I made back ups. c: * Tails more or less done * wouldn't update cleanly otherwise * It's completly working now. holy fuck I did it Just need the refurbished body markings done, then to chop 'em up for full PR status * MARKINGS DONE AAAAAAAAAAAAA * fixes digi legs that didn't convert correctly * ports the refractored preferences Kinda ugly now tbh. but fuckit * quality sweep, things should should properly now in general * Taurs converted and improved! BODYMARKING -> MATRIXED * oops. s'what I get for not compile checking * remember to throw shade at furries * vigorously update markings upon switching species and colors * re-adds old wolf ears, Big Wolf fixes snout bugs * few more snout tweaks * cut the lists, cut everything. reeee * This code I s2g * Adds context clues to preferences Hopefully people will read them before making an OOC fuss * Fixes hands and feet markings with this one weird trick remember kids, proper layering and order of operations is important * Sprite tweaking and polishing Sergal stuff being worked on * a few QoL things for species swapping * how the fuck did I miss these markings * fleshes out sprites in preperation for marking experimentation later * fixes catboy problems * Mam_snout is a thing now, * pixel adjusted tails, cleaned up wah tail a bit better also gets digitgate legs missing pixels fixed * cleans up more shit. ree * force "plain" instead of none to avoid missing pixel reports * tweaks to reinspire mapdiff * Clean up Preference UI Looks a little better now * k * doubly ensure None markings aren't valid * reee spessman barbie * brightens pixels around tiger head markings * YEENS * Cat ears tweaked because it triggers Kev otherwise * another session of quality control * Crows and crow accessories * husk fixes * works good enough, mission accomplished * fixes the proc properly * cleans up brute force code that isn't needed * c a t
70 lines
2.3 KiB
Plaintext
70 lines
2.3 KiB
Plaintext
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//The mob should have a gender you want before running this proc. Will run fine without H
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/datum/preferences/proc/random_character(gender_override)
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if(gender_override)
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gender = gender_override
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else
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gender = pick(MALE,FEMALE)
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underwear = random_underwear(gender)
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undershirt = random_undershirt(gender)
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socks = random_socks()
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skin_tone = random_skin_tone()
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hair_style = random_hair_style(gender)
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facial_hair_style = random_facial_hair_style(gender)
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hair_color = random_short_color()
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facial_hair_color = hair_color
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eye_color = random_eye_color()
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if(!pref_species)
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var/rando_race = pick(GLOB.roundstart_races)
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pref_species = new rando_race()
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features = random_features()
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age = rand(AGE_MIN,AGE_MAX)
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/datum/preferences/proc/update_preview_icon()
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// Silicons only need a very basic preview since there is no customization for them.
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// var/wide_icon = FALSE //CITDEL THINGS
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// if(features["taur"] != "None")
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// wide_icon = TRUE
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if(job_engsec_high)
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switch(job_engsec_high)
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if(AI_JF)
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parent.show_character_previews(image('icons/mob/ai.dmi', icon_state = "AI", dir = SOUTH))
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return
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if(CYBORG)
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parent.show_character_previews(image('icons/mob/robots.dmi', icon_state = "robot", dir = SOUTH))
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return
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// Set up the dummy for its photoshoot
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var/mob/living/carbon/human/dummy/mannequin = generate_or_wait_for_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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copy_to(mannequin)
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// Determine what job is marked as 'High' priority, and dress them up as such.
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var/datum/job/previewJob
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var/highRankFlag = job_civilian_high | job_medsci_high | job_engsec_high
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if(job_civilian_low & ASSISTANT)
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previewJob = SSjob.GetJob("Assistant")
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else if(highRankFlag)
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var/highDeptFlag
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if(job_civilian_high)
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highDeptFlag = CIVILIAN
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else if(job_medsci_high)
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highDeptFlag = MEDSCI
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else if(job_engsec_high)
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highDeptFlag = ENGSEC
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for(var/datum/job/job in SSjob.occupations)
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if(job.flag == highRankFlag && job.department_flag == highDeptFlag)
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previewJob = job
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break
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if(previewJob)
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if(current_tab != 2)
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mannequin.job = previewJob.title
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previewJob.equip(mannequin, TRUE)
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COMPILE_OVERLAYS(mannequin)
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parent.show_character_previews(new /mutable_appearance(mannequin))
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unset_busy_human_dummy(DUMMY_HUMAN_SLOT_PREFERENCES)
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