/tg/ Station 13 - Modules - Types — Var Details - Proc Details

preferences

Custom sprite editing's per-player pace.

Vars

allow_advanced_colorsAllows the user to freely color his body markings and mutant parts.
alt_job_titlesAlternative job titles stored in preferences. Assoc list, ie. alt_job_titles["Scientist"] = "Cytologist"
asking_applicabilityTRUE while is_applicable() asks a preference: is_accessible() then leaves out its setup page test. Set by it alone.
augment_limb_colorsEach augment slot's recolourable finish's colours, slot name -> a colour string as /obj/item/bodypart/var/augment_colors. A slot without one draws its finish's default.
augment_limb_stylesList of chosen preferred styles for limb replacements
augmentsList of chosen augmentations. It's an associative list with key name of the slot, pointing to a typepath of an augment define
be_specialList of ROLE_X that the client wants to be eligible for
body_markingsEvery body marking this character wears
cached_character_profilesThe character profiles, saved so we can cheaply recompute them in ui_data only when necessary, without having to use expensive update_static_data calls.
character_dataThe savefile relating to character preferences, PREFERENCE_CHARACTER
character_preview_viewA preview of the current character
chosen_augment_slotWhich augment slot we currently have chosen, this is for UI display
current_windowThe current window, PREFERENCE_TAB_* in [code/__DEFINES/preferences.dm]
custom_facial_hairSaved facial hair drawing for the loaded character slot.
custom_hairSaved hair drawing for the loaded character slot.
custom_limb_markingsBody zone -> saved drawing for the loaded character slot.
custom_sprite_editorsEditor key -> open preferences editor; allocated on first use.
custom_sprite_pacePaces this player's costly custom sprite work across all their editors.
custom_sprite_savefileLazily loaded drawing sidecar owned by these preferences.
custom_sprite_slotCharacter slot currently loaded from the drawing sidecar.
custom_style_previousEditor key -> the one previous saved package for that drawing target.
cyborg_layout_savefileLazily loaded cyborg layout sidecar owned by these preferences.
default_slotEnsures that we always load the last used save, QOL
donator_statusDoes this member have donator status on the server
favorite_outfitsWhat outfit typepaths we've favorited in the SelectEquipment menu
food_preferencesAn assoc list of food types to liked or dislike values. If null or empty, default species tastes are used instead on application. If a food doesn't exist in this list, it uses the default value.
heartedSomeone thought we were nice! We get a little heart in OOC until we join the server past the below time (we can keep it until the end of the round otherwise)
hearted_untilIf we have a hearted commendations, we honor it every time the player loads preferences until this time has been passed
job_assigned_profilesLazylist of job titles to character slot numbers When rolling for a job, if that job is present in this list, we load that slot instead of the active slot
job_preferencesList of job titles to their priority level, JP_LOW, JP_MEDIUM, JP_HIGH If a job is absent from the list, it is considered to be "JP_NEVER"
key_bindingsCustom keybindings. Map of keybind names to keyboard inputs. For example, by default would have "swap_hands" -> list("X")
key_bindings_by_keyCached list of keybindings, mapping keys to actions. For example, by default would have "X" -> list("swap_hands")
language_understandingHow much of each language the character only understands they follow, in percent, where that is less than all of it: language type -> level. Null while every one of them is followed in full.
languagesAssociative list, keyed by language typepath, pointing to LANGUAGE_UNDERSTOOD, or LANGUAGE_SPOKEN, for whether we understand or speak the language
last_idLast CID that this client has connected from
last_ipLast IP that this client has connected from
lastchangelogCached changelog size, to detect new changelogs since last join
load_and_saveWhether or not we allow saving/loading. Used for guests, if they're enabled
max_save_slotsThe maximum number of slots we're allowed to contain
middlewareA list of instantiated middleware
mismatched_customizationWill the person see accessories not meant for their species to choose from
mutedBitflags for communications that are muted
pathThe path to the general savefile for this datum
preferred_spawn_methodsAdmin-only: Preferred spawn methods for the IC Quick Spawn menu.
preferred_spawn_outfitsAdmin-only: Preferred outfit typepaths for the IC Quick Spawn menu.
preview_drawingDraws the character preview that every tab of character setup shows.
preview_prefPreference of how the preview should show the character.
previous_preview_prefWhat we previously had this set to (if we should update_body() or not)
recently_updated_keysA list of keys that have been updated since the last save.
savefileThe json savefile for this datum
show_body_sizeWhether the user wants to see body size being shown in the preview
tainted_character_profilesIf set to TRUE, will update cached_character_profiles on the next ui_data tick.
value_cacheA cache of preference entries to values. Used to avoid expensive READ_FILE every time a preference is retrieved.

Procs

add_loadout_itemHelper for slotting in a new loadout item
apply_all_client_preferencesApplies all PREFERENCE_PLAYER preferences
apply_character_randomization_prefsRandomizes the character according to preferences.
apply_prefs_toApplies the given preferences to a human mob.
character_preview_changedThe preview mob changed: draws it again for the window, if one is open.
character_preview_openWhether a character setup window is open to show the preview.
check_keybindingschecks through keybindings for outdated unbound keys and updates them
clear_custom_sprite_slotForgets the loaded slot's drawings, so the next load_custom_sprites() reads them again.
close_custom_sprite_editorsSaves and closes every open editor. Returns FALSE when one couldn't be saved; it stays open with its error. When the preferences window or owner is closing, drain accepted strokes before the save instead of waiting for a retry.
commit_custom_styleSaves one style package to a character slot. See commit_custom_styles().
commit_custom_stylesSaves several style packages to a character slot in one sidecar write.
custom_sprite_open_editorsEvery editor using this account's Custom swatches, including a retained salon draft.
custom_sprite_slot_dataThe loaded slot's drawings and previous styles as the sidecar stores them.
custom_style_hair_contextThis character's saved base look for a head target.
custom_style_hair_problemReturns why a hair look can't be used by this character, or null when it can.
custom_style_pending_markings_problemRecipient saves compare against the actual saved file, which pending character setup edits haven't reached.
custom_style_previous_packageA copy of the previous saved style for a target, or null.
custom_style_saved_packageThe currently saved package for a target, including its native base look.
cyborg_body_snapshotWhat a spawning body keeps of the open character's layouts: its active layout and its model defaults. A draft open in the editor is copied, unsaved edits and all. Otherwise the body keeps the save text and decodes only the active layout now, and each model default when its chassis first asks for it (see cyborg_appearance_model_default()). Null when the slot holds a newer schema.
cyborg_layout_storeThe sidecar store, created on first use. Guests and dev preferences keep it in memory only.
cyborg_sessionReturns the existing editor owner; preferences own only native persistence.
finish_custom_sprite_editors_for_changeSaves and closes open editors before a setup change. When one can't be saved, the change waits and the player is told why.
flush_nova_import_preferencesExisting preference serialization, with its write result checked before claiming consent was saved.
food_preferences_allowedWhether food preferences will actually do anything for this character.
get_alt_job_titleThe player's chosen alt title for a job
get_default_randomizationReturns the default randomise variable ouptut
get_highest_priority_jobReturns what job is marked as highest
get_key_bindings_by_keyInverts the key_bindings list such that it can be used for key_bindings_by_key
get_save_data_for_savefile_identifierReturns which savefile to use for a given savefile identifier
hardcore_random_setupSetup the random hardcore quirks and give the character the new score prize.
has_taur_bodyReturns whether these preferences give the character a taur body.
has_taur_tailReturns whether these preferences give the character a taur body that brings its own tail.
language_understanding_levelHow much of a language the character follows, in percent: all of any they speak, or only understand in full.
load_augment_colorsLoads the augment colours from a save: each slot's colour string, kept only where the slot's finish is recolourable and the string is valid. A bad, stale or hand-edited entry is dropped, never drawn.
load_character_novaLoads the modular customizations of a character from the savefile
load_custom_spritesLoads the selected slot's drawings from the sidecar, creating the store on first use.
migrate_augment_itemsMigrates everyone's prefs augments over to the new format, (slot, /datum/augment_item)
migrate_body_typesPreviously, body types could only be used on non-binary characters. PR #62733 changed this to allow all characters to use body type. This migration moves binary-gendered characters over to the "use gender" body type so that old characters are preserved.
migrate_boolean_sound_prefs_to_default_volume
migrate_character_to_tgui_prefs_menuHandle the migrations necessary from pre-tgui prefs to post-tgui prefs, for characters
migrate_felinid_feature_keysRename feature_human_tail and feature_human_ears to something not stupid
migrate_gendered_nonbinary_physiquePreviously, physiques only supported binary characters, so "Use gender" on a non-binary character played havoc due to all checks being binary (some checked for females others for males) This caused inconsistencies when it was in play (male laughs and female screams) Force non-binary characters to have a female physique
migrate_legacy_sound_togglesPreviously, sound preferences were legacy toggles. PR #71040 changed these to modern toggles. This migration transfers the player's existing preferences into the new toggles
migrate_preferences_to_tgui_prefs_menuHandle the migrations necessary from pre-tgui prefs to post-tgui prefs
migrate_quirk_to_loadoutMove quirk items into loadout items
migrate_quirk_to_personalityReplace a quirk with a personality
mismatched_parts_change_nothingReturns whether turning allow_mismatched_parts on would leave how this character is drawn as it is. The toggle reaches a body only through questions an apply_to_human() asks, so this puts each question as it is put there, with the toggle off and then on, and compares what the answers let onto the body:
nova_painting_import_answerReturn the account's explicit yes/no answer; a missing or invalid value remains unset.
prefs_import_finalisePass 2. Rebuilds every known pref through the validating write path.
prefs_import_forgetClear the whole character cache before loading a slot, including defaults that read other preferences.
prefs_import_prune_unknownOnly out-of-range slots go. load_preferences scans these names, other junk is inert.
prefs_import_rebuildRound-trips each pref through the write path, tallying as we go.
prepare_custom_styleValidates one package against the saved character without changing anything.
publish_custom_style_hairWrites a hair look into value_cache and the in-memory character tree. Disk writes happen elsewhere.
publish_custom_style_markingsPublish only the committed zone, preserving native markings and pending edits on other limbs.
randomise_appearance_prefsFully randomizes everything in the character.
read_cyborg_layoutThe saved layout for a character slot, or null when it has none. Save text is decoded into a tree the caller owns. A tree from an older build, or text from a newer one, comes back as stored and stays read-only.
read_preferenceRead a /datum/preference type and return its value. This will write to the savefile if a value was not found with the new value.
refresh_custom_sprite_previewRedraws the character setup preview without waiting on it.
remove_custom_sprite_slotRemoves a slot's drawings from the sidecar and saves it. Returns whether the save succeeded.
remove_cyborg_layout_slotForgets a deleted slot's layout, including any unsaved draft for it, so a reused slot starts empty.
remove_loadout_itemHelper for removing a loadout item
safe_transfer_prefs_to_with_damageThis proc saves the damage currently on character (human) and reapplies it after safe_transfer_prefs() is applied to the character.
sanitize_languagesCleans up any invalid languages. Typically happens on language renames and codedels.
sanitize_quirksCleans any quirks that should be hidden, or just simply don't exist from quirk code.
save_character_novaSaves the modular customizations of a character on the savefile
save_nova_painting_import_answerPersist an explicit answer, restoring the in-memory value if the preferences write fails.
saved_language_understandingThe levels worth saving: understood-only languages set below full, keyed by their type as text. Null if none.
savefile_needs_update_novaChecks if the modular side of the savefile is up to date. If the return value is higher than 0, update_character_nova() will be called later.
select_hardcore_quirksGoes through all quirks that can be used in hardcore mode and select some based on a random budget. Returns the new value to be gained with this setup, plus the previously earned score.
set_custom_style_drawingReplaces the loaded slot's drawing for a target in memory.
set_meridian_themeValidate, persist, and distribute a MeridianOS theme selection.
should_be_random_hardcoreReturns whether the parent mob should have the random hardcore settings enabled. Assumes it has a mind.
should_randomizeReturns if a preference should be randomized.
species_grows_legsReturns whether the chosen species grows legs of its own.
store_custom_sprite_slotWrites the loaded slot's drawings and previous styles into the in-memory sidecar tree.
ui_actSetup actions that change the body or its markings outside set_preference save and close open editors first, as preference changes do. Most of those actions send the window only what they change; a drawing saved on the way changes more of it, so then the window gets all of its data again.
update_character_novaBrings a savefile up to date with modular preferences. Called if savefile_needs_update_nova() returned a value higher than 0
update_preferenceWill perform an update on the preference, but not write to the savefile. This will, for instance, update the character preference view. Performs sanity checks.
update_tts_blip_prefsPreviously, tts enabled/blip were individual buttons PR #76558 changed them to one dropdown choice. This migration transfers the player's existing preferences into the new dropdown
write_cyborg_layoutStores a character slot's layout and writes the sidecar. Returns FALSE when the write failed, or when the layout is past CYBORG_LAYOUT_MAX_SLOT_BYTES, which leaves the slot as it was.
write_preferenceSet a /datum/preference entry. Returns TRUE for a successful preference application. Returns FALSE if it is invalid.

Var Details

allow_advanced_colors

Allows the user to freely color his body markings and mutant parts.

alt_job_titles

Alternative job titles stored in preferences. Assoc list, ie. alt_job_titles["Scientist"] = "Cytologist"

asking_applicability

TRUE while is_applicable() asks a preference: is_accessible() then leaves out its setup page test. Set by it alone.

augment_limb_colors

Each augment slot's recolourable finish's colours, slot name -> a colour string as /obj/item/bodypart/var/augment_colors. A slot without one draws its finish's default.

augment_limb_styles

List of chosen preferred styles for limb replacements

augments

List of chosen augmentations. It's an associative list with key name of the slot, pointing to a typepath of an augment define

be_special

List of ROLE_X that the client wants to be eligible for

body_markings

Every body marking this character wears

cached_character_profiles

The character profiles, saved so we can cheaply recompute them in ui_data only when necessary, without having to use expensive update_static_data calls.

character_data

The savefile relating to character preferences, PREFERENCE_CHARACTER

character_preview_view

A preview of the current character

chosen_augment_slot

Which augment slot we currently have chosen, this is for UI display

current_window

The current window, PREFERENCE_TAB_* in [code/__DEFINES/preferences.dm]

custom_facial_hair

Saved facial hair drawing for the loaded character slot.

custom_hair

Saved hair drawing for the loaded character slot.

custom_limb_markings

Body zone -> saved drawing for the loaded character slot.

custom_sprite_editors

Editor key -> open preferences editor; allocated on first use.

custom_sprite_pace

Paces this player's costly custom sprite work across all their editors.

custom_sprite_savefile

Lazily loaded drawing sidecar owned by these preferences.

custom_sprite_slot

Character slot currently loaded from the drawing sidecar.

custom_style_previous

Editor key -> the one previous saved package for that drawing target.

cyborg_layout_savefile

Lazily loaded cyborg layout sidecar owned by these preferences.

default_slot

Ensures that we always load the last used save, QOL

donator_status

Does this member have donator status on the server

favorite_outfits

What outfit typepaths we've favorited in the SelectEquipment menu

food_preferences

An assoc list of food types to liked or dislike values. If null or empty, default species tastes are used instead on application. If a food doesn't exist in this list, it uses the default value.

hearted

Someone thought we were nice! We get a little heart in OOC until we join the server past the below time (we can keep it until the end of the round otherwise)

hearted_until

If we have a hearted commendations, we honor it every time the player loads preferences until this time has been passed

job_assigned_profiles

Lazylist of job titles to character slot numbers When rolling for a job, if that job is present in this list, we load that slot instead of the active slot

job_preferences

List of job titles to their priority level, JP_LOW, JP_MEDIUM, JP_HIGH If a job is absent from the list, it is considered to be "JP_NEVER"

key_bindings

Custom keybindings. Map of keybind names to keyboard inputs. For example, by default would have "swap_hands" -> list("X")

key_bindings_by_key

Cached list of keybindings, mapping keys to actions. For example, by default would have "X" -> list("swap_hands")

language_understanding

How much of each language the character only understands they follow, in percent, where that is less than all of it: language type -> level. Null while every one of them is followed in full.

languages

Associative list, keyed by language typepath, pointing to LANGUAGE_UNDERSTOOD, or LANGUAGE_SPOKEN, for whether we understand or speak the language

last_id

Last CID that this client has connected from

last_ip

Last IP that this client has connected from

lastchangelog

Cached changelog size, to detect new changelogs since last join

load_and_save

Whether or not we allow saving/loading. Used for guests, if they're enabled

max_save_slots

The maximum number of slots we're allowed to contain

middleware

A list of instantiated middleware

mismatched_customization

Will the person see accessories not meant for their species to choose from

muted

Bitflags for communications that are muted

path

The path to the general savefile for this datum

preferred_spawn_methods

Admin-only: Preferred spawn methods for the IC Quick Spawn menu.

preferred_spawn_outfits

Admin-only: Preferred outfit typepaths for the IC Quick Spawn menu.

preview_drawing

Draws the character preview that every tab of character setup shows.

preview_pref

Preference of how the preview should show the character.

previous_preview_pref

What we previously had this set to (if we should update_body() or not)

recently_updated_keys

A list of keys that have been updated since the last save.

savefile

The json savefile for this datum

show_body_size

Whether the user wants to see body size being shown in the preview

tainted_character_profiles

If set to TRUE, will update cached_character_profiles on the next ui_data tick.

value_cache

A cache of preference entries to values. Used to avoid expensive READ_FILE every time a preference is retrieved.

Proc Details

add_loadout_item

Helper for slotting in a new loadout item

apply_all_client_preferences

Applies all PREFERENCE_PLAYER preferences

apply_character_randomization_prefs

Randomizes the character according to preferences.

apply_prefs_to

Applies the given preferences to a human mob.

Arguments:

character_preview_changed

The preview mob changed: draws it again for the window, if one is open.

character_preview_open

Whether a character setup window is open to show the preview.

check_keybindings

checks through keybindings for outdated unbound keys and updates them

clear_custom_sprite_slot

Forgets the loaded slot's drawings, so the next load_custom_sprites() reads them again.

close_custom_sprite_editors

Saves and closes every open editor. Returns FALSE when one couldn't be saved; it stays open with its error. When the preferences window or owner is closing, drain accepted strokes before the save instead of waiting for a retry.

commit_custom_style

Saves one style package to a character slot. See commit_custom_styles().

Arguments:

commit_custom_styles

Saves several style packages to a character slot in one sidecar write.

Every package is validated before anything changes. Packages identical to what's saved are skipped and never rotate. The drawings are written first, through the verified sidecar writer, once; if that fails, every package is rolled back and nothing in memory changes. Changed native base looks are then published and preferences.json written once, so an interruption between the two writes can only leave new drawings on old base looks.

Arguments:

Returns:

custom_sprite_open_editors

Every editor using this account's Custom swatches, including a retained salon draft.

custom_sprite_slot_data

The loaded slot's drawings and previous styles as the sidecar stores them.

custom_style_hair_context

This character's saved base look for a head target.

custom_style_hair_problem

Returns why a hair look can't be used by this character, or null when it can.

This applies the character setup menu's feature and species rules independently of its selected page, plus the character's master emissive permission.

custom_style_pending_markings_problem

Recipient saves compare against the actual saved file, which pending character setup edits haven't reached.

custom_style_previous_package

A copy of the previous saved style for a target, or null.

custom_style_saved_package

The currently saved package for a target, including its native base look.

cyborg_body_snapshot

What a spawning body keeps of the open character's layouts: its active layout and its model defaults. A draft open in the editor is copied, unsaved edits and all. Otherwise the body keeps the save text and decodes only the active layout now, and each model default when its chassis first asks for it (see cyborg_appearance_model_default()). Null when the slot holds a newer schema.

cyborg_layout_store

The sidecar store, created on first use. Guests and dev preferences keep it in memory only.

cyborg_session

Returns the existing editor owner; preferences own only native persistence.

finish_custom_sprite_editors_for_change

Saves and closes open editors before a setup change. When one can't be saved, the change waits and the player is told why.

flush_nova_import_preferences

Existing preference serialization, with its write result checked before claiming consent was saved.

food_preferences_allowed

Whether food preferences will actually do anything for this character.

On top of the species check, a Hemophage's corrupted tongue is inserted after preferences are applied and hardcodes its own liked foodtypes, so anything set here would be silently discarded.

get_alt_job_title

The player's chosen alt title for a job

Always use this rather than indexing alt_job_titles directly - the load path can't check the title against the job, so this is where a made-up one gets caught. Falls back to the real title.

get_default_randomization

Returns the default randomise variable ouptut

get_highest_priority_job

Returns what job is marked as highest

get_key_bindings_by_key

Inverts the key_bindings list such that it can be used for key_bindings_by_key

get_save_data_for_savefile_identifier

Returns which savefile to use for a given savefile identifier

hardcore_random_setup

Setup the random hardcore quirks and give the character the new score prize.

has_taur_body

Returns whether these preferences give the character a taur body.

has_taur_tail

Returns whether these preferences give the character a taur body that brings its own tail.

That tail fills the tail slot, so the tail preferences step aside while it is chosen. Their saved values are kept for when the character goes back to a taur without one.

Returns:

language_understanding_level

How much of a language the character follows, in percent: all of any they speak, or only understand in full.

load_augment_colors

Loads the augment colours from a save: each slot's colour string, kept only where the slot's finish is recolourable and the string is valid. A bad, stale or hand-edited entry is dropped, never drawn.

Arguments:

load_character_nova

Loads the modular customizations of a character from the savefile

load_custom_sprites

Loads the selected slot's drawings from the sidecar, creating the store on first use.

migrate_augment_items

Migrates everyone's prefs augments over to the new format, (slot, /datum/augment_item)

migrate_body_types

Previously, body types could only be used on non-binary characters. PR #62733 changed this to allow all characters to use body type. This migration moves binary-gendered characters over to the "use gender" body type so that old characters are preserved.

migrate_boolean_sound_prefs_to_default_volume

migrate_character_to_tgui_prefs_menu

Handle the migrations necessary from pre-tgui prefs to post-tgui prefs, for characters

migrate_felinid_feature_keys

Rename feature_human_tail and feature_human_ears to something not stupid

migrate_gendered_nonbinary_physique

Previously, physiques only supported binary characters, so "Use gender" on a non-binary character played havoc due to all checks being binary (some checked for females others for males) This caused inconsistencies when it was in play (male laughs and female screams) Force non-binary characters to have a female physique

migrate_legacy_sound_toggles

Previously, sound preferences were legacy toggles. PR #71040 changed these to modern toggles. This migration transfers the player's existing preferences into the new toggles

migrate_preferences_to_tgui_prefs_menu

Handle the migrations necessary from pre-tgui prefs to post-tgui prefs

migrate_quirk_to_loadout

Move quirk items into loadout items

If this is accompanied with removal of a quirk, you don't need to worry about handling that here - quirk sanitization happens AFTER migration

migrate_quirk_to_personality

Replace a quirk with a personality

If this is accompanied with removal of a quirk, you don't need to worry about handling that here - quirk sanitization happens AFTER migration

mismatched_parts_change_nothing

Returns whether turning allow_mismatched_parts on would leave how this character is drawn as it is. The toggle reaches a body only through questions an apply_to_human() asks, so this puts each question as it is put there, with the toggle off and then on, and compares what the answers let onto the body:

nova_painting_import_answer

Return the account's explicit yes/no answer; a missing or invalid value remains unset.

prefs_import_finalise

Pass 2. Rebuilds every known pref through the validating write path.

prefs_import_forget

Clear the whole character cache before loading a slot, including defaults that read other preferences.

prefs_import_prune_unknown

Only out-of-range slots go. load_preferences scans these names, other junk is inert.

prefs_import_rebuild

Round-trips each pref through the write path, tallying as we go.

prepare_custom_style

Validates one package against the saved character without changing anything.

Returns:

publish_custom_style_hair

Writes a hair look into value_cache and the in-memory character tree. Disk writes happen elsewhere.

publish_custom_style_markings

Publish only the committed zone, preserving native markings and pending edits on other limbs.

randomise_appearance_prefs

Fully randomizes everything in the character.

read_cyborg_layout

The saved layout for a character slot, or null when it has none. Save text is decoded into a tree the caller owns. A tree from an older build, or text from a newer one, comes back as stored and stays read-only.

read_preference

Read a /datum/preference type and return its value. This will write to the savefile if a value was not found with the new value.

refresh_custom_sprite_preview

Redraws the character setup preview without waiting on it.

Saves and teardown must not sleep, but the preview renderer can reach resolve_ai_icon(), whose Portrait branch opens a window. Character setup never offers Portrait, so in practice this runs straight through; detaching it keeps the no-sleep guarantee without editing the renderer.

remove_custom_sprite_slot

Removes a slot's drawings from the sidecar and saves it. Returns whether the save succeeded.

remove_cyborg_layout_slot

Forgets a deleted slot's layout, including any unsaved draft for it, so a reused slot starts empty.

remove_loadout_item

Helper for removing a loadout item

safe_transfer_prefs_to_with_damage

This proc saves the damage currently on character (human) and reapplies it after safe_transfer_prefs() is applied to the character.

sanitize_languages

Cleans up any invalid languages. Typically happens on language renames and codedels.

sanitize_quirks

Cleans any quirks that should be hidden, or just simply don't exist from quirk code.

save_character_nova

Saves the modular customizations of a character on the savefile

save_nova_painting_import_answer

Persist an explicit answer, restoring the in-memory value if the preferences write fails.

saved_language_understanding

The levels worth saving: understood-only languages set below full, keyed by their type as text. Null if none.

savefile_needs_update_nova

Checks if the modular side of the savefile is up to date. If the return value is higher than 0, update_character_nova() will be called later.

select_hardcore_quirks

Goes through all quirks that can be used in hardcore mode and select some based on a random budget. Returns the new value to be gained with this setup, plus the previously earned score.

set_custom_style_drawing

Replaces the loaded slot's drawing for a target in memory.

set_meridian_theme

Validate, persist, and distribute a MeridianOS theme selection.

The explicit membership check must remain before update_preference(); the generic choiced deserializer converts unknown input to its default, which would otherwise let an invalid wire value silently change the selection.

should_be_random_hardcore

Returns whether the parent mob should have the random hardcore settings enabled. Assumes it has a mind.

should_randomize

Returns if a preference should be randomized.

species_grows_legs

Returns whether the chosen species grows legs of its own.

A taur body replaces the legs, and a legless species' own tail fills the tail slot, so neither the taur nor the tail preferences apply to one. Their saved values are kept for other species.

store_custom_sprite_slot

Writes the loaded slot's drawings and previous styles into the in-memory sidecar tree.

ui_act

Setup actions that change the body or its markings outside set_preference save and close open editors first, as preference changes do. Most of those actions send the window only what they change; a drawing saved on the way changes more of it, so then the window gets all of its data again.

update_character_nova

Brings a savefile up to date with modular preferences. Called if savefile_needs_update_nova() returned a value higher than 0

update_preference

Will perform an update on the preference, but not write to the savefile. This will, for instance, update the character preference view. Performs sanity checks.

update_tts_blip_prefs

Previously, tts enabled/blip were individual buttons PR #76558 changed them to one dropdown choice. This migration transfers the player's existing preferences into the new dropdown

write_cyborg_layout

Stores a character slot's layout and writes the sidecar. Returns FALSE when the write failed, or when the layout is past CYBORG_LAYOUT_MAX_SLOT_BYTES, which leaves the slot as it was.

write_preference

Set a /datum/preference entry. Returns TRUE for a successful preference application. Returns FALSE if it is invalid.