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Surgery Code
Updates the surgery code to match latest Baystation. Includes modifications to overlays and a new DMI.
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@@ -108,28 +108,29 @@ Please contact me on #coderbus IRC. ~Carn x
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#define MUTANTRACE_LAYER 1
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#define MUTATIONS_LAYER 2
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#define DAMAGE_LAYER 3
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#define UNIFORM_LAYER 4
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#define TAIL_LAYER 5 //bs12 specific. this hack is probably gonna come back to haunt me
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#define ID_LAYER 6
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#define SHOES_LAYER 7
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#define GLOVES_LAYER 8
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#define SUIT_LAYER 9
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#define GLASSES_LAYER 10
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#define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 12
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#define BACK_LAYER 13
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#define HAIR_LAYER 14 //TODO: make part of head layer?
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#define EARS_LAYER 15
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#define FACEMASK_LAYER 16
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#define HEAD_LAYER 17
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#define COLLAR_LAYER 18
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#define HANDCUFF_LAYER 19
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#define LEGCUFF_LAYER 20
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#define L_HAND_LAYER 21
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#define R_HAND_LAYER 22
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#define TARGETED_LAYER 23 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 24 //If you're on fire
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#define TOTAL_LAYERS 24
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#define SURGERY_LEVEL 4
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#define UNIFORM_LAYER 5
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#define TAIL_LAYER 6 //bs12 specific. this hack is probably gonna come back to haunt me
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#define ID_LAYER 7
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#define SHOES_LAYER 8
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#define GLOVES_LAYER 9
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#define SUIT_LAYER 10
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#define GLASSES_LAYER 11
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#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 13
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#define BACK_LAYER 14
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#define HAIR_LAYER 15 //TODO: make part of head layer?
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#define EARS_LAYER 16
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#define FACEMASK_LAYER 17
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#define HEAD_LAYER 18
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#define COLLAR_LAYER 19
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#define HANDCUFF_LAYER 20
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#define LEGCUFF_LAYER 21
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#define L_HAND_LAYER 22
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#define R_HAND_LAYER 23
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#define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 25 //If you're on fire
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#define TOTAL_LAYERS 25
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -1051,10 +1052,21 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/image/face_lying_image = new /image(icon = face_lying)
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return face_lying_image
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/mob/living/carbon/human/proc/update_surgery(var/update_icons=1)
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overlays_standing[SURGERY_LEVEL] = null
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var/image/total = new
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for(var/datum/organ/external/E in organs)
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if(E.open)
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var/image/I = image("icon"='icons/mob/surgery.dmi', "icon_state"="[E.name][round(E.open)]", "layer"=-SURGERY_LEVEL)
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total.overlays += I
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overlays_standing[SURGERY_LEVEL] = total
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if(update_icons) update_icons()
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//Human Overlays Indexes/////////
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#undef MUTANTRACE_LAYER
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#undef MUTATIONS_LAYER
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#undef DAMAGE_LAYER
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#undef SURGERY_LEVEL
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#undef UNIFORM_LAYER
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#undef TAIL_LAYER
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#undef ID_LAYER
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