mutant
Variant of bodypart_overlay meant to work synchronously with external organs. Gets imprinted upon Insert in on_species_gain
Vars | |
color_source | Where does this organ inherit its color from? |
---|---|
draw_color | The color this organ draws with. Updated by bodypart/inherit_color() |
dyable | Can this bodypart overlay be dyed? |
dye_color | Override of the color of the organ, from dye sprays |
feature_key | Defines what kind of 'organ' we're looking at. Sprites have names like 'm_mothwings_firemoth_ADJ'. 'mothwings' would then be feature_key |
imprint_on_next_insertion | Take on the dna/preference from whoever we're gonna be inserted in |
sprite_datum | Sprite datum we use to draw on the bodypart |
Procs | |
fetch_sprite_datum | Sprite accessories are singletons, stored list("Big Snout" = instance of /datum/sprite_accessory/snout/big), so here we get that singleton |
fetch_sprite_datum_from_name | Get the singleton from the sprite name |
generate_icon_cache | Generate a unique key based on our sprites. So that if we've aleady drawn these sprites, they can be found in the cache and wont have to be drawn again (blessing and curse, but mostly curse) |
get_base_icon_state | Return the BASE icon state of the sprite datum (so not the gender, layer, feature_key) |
get_global_feature_list | Return a dumb glob list for this specific feature (called from parse_sprite) |
get_image | Get the image we need to draw on the person. Called from get_overlay() which is called from _bodyparts.dm. Limb can be null |
get_random_appearance | Grab a random appearance datum (thats not locked) |
inherit_color | Give the organ its color. Force will override the existing one. |
randomize_appearance | Completely random image and color generation (obeys what a player can choose from) |
randomize_sprite | Grab a random sprite |
set_appearance | Change our accessory sprite, using the accesssory type. If you need to change the sprite for something, use simple_change_sprite() |
set_appearance_from_name | In a lot of cases, appearances are stored in DNA as the Name, instead of the path. Use set_appearance instead of possible |
set_dye_color | From dye sprays. Set the dye_color (draw_color override) of this organ to a new value. |
Var Details
color_source
Where does this organ inherit its color from?
draw_color
The color this organ draws with. Updated by bodypart/inherit_color()
dyable
Can this bodypart overlay be dyed?
dye_color
Override of the color of the organ, from dye sprays
feature_key
Defines what kind of 'organ' we're looking at. Sprites have names like 'm_mothwings_firemoth_ADJ'. 'mothwings' would then be feature_key
imprint_on_next_insertion
Take on the dna/preference from whoever we're gonna be inserted in
sprite_datum
Sprite datum we use to draw on the bodypart
Proc Details
fetch_sprite_datum
Sprite accessories are singletons, stored list("Big Snout" = instance of /datum/sprite_accessory/snout/big), so here we get that singleton
fetch_sprite_datum_from_name
Get the singleton from the sprite name
generate_icon_cache
Generate a unique key based on our sprites. So that if we've aleady drawn these sprites, they can be found in the cache and wont have to be drawn again (blessing and curse, but mostly curse)
get_base_icon_state
Return the BASE icon state of the sprite datum (so not the gender, layer, feature_key)
get_global_feature_list
Return a dumb glob list for this specific feature (called from parse_sprite)
get_image
Get the image we need to draw on the person. Called from get_overlay() which is called from _bodyparts.dm. Limb can be null
get_random_appearance
Grab a random appearance datum (thats not locked)
inherit_color
Give the organ its color. Force will override the existing one.
randomize_appearance
Completely random image and color generation (obeys what a player can choose from)
randomize_sprite
Grab a random sprite
set_appearance
Change our accessory sprite, using the accesssory type. If you need to change the sprite for something, use simple_change_sprite()
set_appearance_from_name
In a lot of cases, appearances are stored in DNA as the Name, instead of the path. Use set_appearance instead of possible
set_dye_color
From dye sprays. Set the dye_color (draw_color override) of this organ to a new value.