/tg/ Station 13 - Modules - Types

code/modules/unit_tests/~nova/bulky_augments.dm

/datum/unit_test/augment_paint_cacheTwo bodies wearing one finish in different colours, or one of them without glow, draw their own: the limb icon cache is shared by every body, so a key without the colours or the glow would serve one body's arm to the other. A colour change redraws the arm in the new colours.
/datum/unit_test/augment_paint_fitA recolourable arm fits clothes as a Muscular arm, spawned and in the character setup preview. Spawned, it takes its body's skin: a skin tone, or a mutant colour drawn from the humanoid skin sheet. In the preview, on a Muscular body, a slot moved to a brand finish fits at the size its spawned limb will have, the Normal size, and loses the finish's colours, glow and icon key; and once the slot loses its augment, the arm fits at the body's size again.
/datum/unit_test/augment_paint_saveA save's augment colours load only for a slot whose finish is recolourable, and only as a valid colour string: a bad, stale or hand-edited entry is dropped, never drawn.
/datum/unit_test/augment_paint_sheetsEvery recolourable finish's sheets hold the states its limbs draw: the skin base of each zone in both skin ramps, a packed _paint or _glow state somewhere, and lights masks only where its art lights, plus one on the hand of a lit arm, which tg lights along with the arm. A finish without a lights channel has none; one with a lights channel lights at least one arm or leg; each mask is in both skin ramps; an arm's or leg's has the _glow state that draws its lights, while a hand's may be empty. Its channels, default and presets are ones the editor and the saves take. A missing state draws nothing, which nothing else would notice.