Cleanup in HumanoidCharacterAppearance (#26974)
* namespace * Tidy up the code for selecting random humanoid color
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@@ -5,8 +5,8 @@ using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Humanoid
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{
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namespace Content.Shared.Humanoid;
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[DataDefinition]
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[Serializable, NetSerializable]
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public sealed partial class HumanoidCharacterAppearance : ICharacterAppearance
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@@ -154,25 +154,18 @@ namespace Content.Shared.Humanoid
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var skinType = IoCManager.Resolve<IPrototypeManager>().Index<SpeciesPrototype>(species).SkinColoration;
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var newSkinColor = Humanoid.SkinColor.ValidHumanSkinTone;
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var newSkinColor = new Color(random.NextFloat(1), random.NextFloat(1), random.NextFloat(1), 1);
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switch (skinType)
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{
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case HumanoidSkinColor.HumanToned:
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var tone = random.Next(0, 100);
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newSkinColor = Humanoid.SkinColor.HumanSkinTone(tone);
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var tone = Math.Round(Humanoid.SkinColor.HumanSkinToneFromColor(newSkinColor));
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newSkinColor = Humanoid.SkinColor.HumanSkinTone((int)tone);
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break;
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case HumanoidSkinColor.Hues:
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case HumanoidSkinColor.TintedHues:
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var rbyte = random.NextByte();
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var gbyte = random.NextByte();
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var bbyte = random.NextByte();
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newSkinColor = new Color(rbyte, gbyte, bbyte);
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break;
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}
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if (skinType == HumanoidSkinColor.TintedHues)
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{
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case HumanoidSkinColor.TintedHues:
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newSkinColor = Humanoid.SkinColor.ValidTintedHuesSkinTone(newSkinColor);
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break;
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}
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return new HumanoidCharacterAppearance(newHairStyle, newHairColor, newFacialHairStyle, newHairColor, newEyeColor, newSkinColor, new ());
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@@ -249,4 +242,3 @@ namespace Content.Shared.Humanoid
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return true;
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}
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}
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}
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