accessories
Vars | |
facial_hair_gradients_list | stores /datum/sprite_accessory/facial_hair_gradient indexed by name |
---|---|
facial_hairstyles_female_list | stores only hair names |
facial_hairstyles_list | stores /datum/sprite_accessory/facial_hair indexed by name |
facial_hairstyles_male_list | stores only hair names |
hair_gradients_list | stores /datum/sprite_accessory/hair_gradient indexed by name |
hairstyles_female_list | stores only hair names |
hairstyles_list | stores /datum/sprite_accessory/hair indexed by name |
hairstyles_male_list | stores only hair names |
socks_list | stores /datum/sprite_accessory/socks indexed by name |
undershirt_f | stores only undershirt name |
undershirt_list | stores /datum/sprite_accessory/undershirt indexed by name |
undershirt_m | stores only undershirt name |
underwear_f | stores only underwear name |
underwear_list | stores /datum/sprite_accessory/underwear indexed by name |
underwear_m | stores only underwear name |
Procs | |
init_hair_gradients | This proc just initializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name |
init_sprite_accessory_subtypes | This reads the applicable sprite accessory datum's subtypes and adds it to the subsystem's list of sprite accessories.
The boolean add_blank argument just adds a "None" option to the list of sprite accessories, like if a felinid doesn't want a tail or something, typically good for gated-off things. |
setup_lists | Sets up all of the lists for later utilization in the round and building sprites.
In an ideal world we could tack everything that just needed DEFAULT_SPRITE_LIST into static variables on the top, but due to the initialization order
where this subsystem will initialize BEFORE statics, it's just not feasible since this all needs to be ready for actual subsystems to use.
Sorry. |
Var Details
facial_hair_gradients_list
stores /datum/sprite_accessory/facial_hair_gradient indexed by name
facial_hairstyles_female_list
stores only hair names
facial_hairstyles_list
stores /datum/sprite_accessory/facial_hair indexed by name
facial_hairstyles_male_list
stores only hair names
hair_gradients_list
stores /datum/sprite_accessory/hair_gradient indexed by name
hairstyles_female_list
stores only hair names
hairstyles_list
stores /datum/sprite_accessory/hair indexed by name
hairstyles_male_list
stores only hair names
socks_list
stores /datum/sprite_accessory/socks indexed by name
undershirt_f
stores only undershirt name
undershirt_list
stores /datum/sprite_accessory/undershirt indexed by name
undershirt_m
stores only undershirt name
underwear_f
stores only underwear name
underwear_list
stores /datum/sprite_accessory/underwear indexed by name
underwear_m
stores only underwear name
Proc Details
init_hair_gradients
This proc just initializes all /datum/sprite_accessory/hair_gradient into an list indexed by gradient-style name
init_sprite_accessory_subtypes
This reads the applicable sprite accessory datum's subtypes and adds it to the subsystem's list of sprite accessories.
The boolean add_blank
argument just adds a "None" option to the list of sprite accessories, like if a felinid doesn't want a tail or something, typically good for gated-off things.
setup_lists
Sets up all of the lists for later utilization in the round and building sprites.
In an ideal world we could tack everything that just needed DEFAULT_SPRITE_LIST
into static variables on the top, but due to the initialization order
where this subsystem will initialize BEFORE statics, it's just not feasible since this all needs to be ready for actual subsystems to use.
Sorry.