| /datum/unit_test/augment_paint_cache | Two 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. |
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| /datum/unit_test/augment_paint_fit | A 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. |
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| /datum/unit_test/augment_paint_save | A 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. |
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| /datum/unit_test/augment_paint_sheets | Every 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. |
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