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Fixes mechs constructed from the ground up using the incorrect layers (#10001)
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@@ -62,14 +62,16 @@
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/obj/structure/heavy_vehicle_frame/update_icon()
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var/list/new_overlays = get_mech_icon(list(body, head), MECH_BASE_LAYER)
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//As mech icons uses a caching system, any changes here, particularly to layers, must be reflected in /mob/living/heavy_vehicle/update_icon().
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var/list/new_overlays = get_mech_icon(list(body), MECH_BASE_LAYER)
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if(body)
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density = TRUE
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overlays += get_mech_image("[body.icon_state]_cockpit", body.icon, body.color)
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if(body.pilot_coverage < 100 || body.transparent_cabin)
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new_overlays += get_mech_image("[body.icon_state]_open_overlay", body.icon, body.color)
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new_overlays += get_mech_image("[body.icon_state]_cockpit", body.on_mech_icon, MECH_BASE_LAYER)
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else
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density = FALSE
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if(head)
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new_overlays += get_mech_image("[head.icon_state]", head.on_mech_icon, head.color, MECH_HEAD_LAYER)
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new_overlays += get_mech_image("[head.icon_state]_eyes", head.on_mech_icon, null, MECH_EYES_LAYER)
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if(arms)
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new_overlays += get_mech_image(arms.icon_state, arms.on_mech_icon, arms.color, MECH_ARM_LAYER)
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if(legs)
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@@ -20,6 +20,7 @@ proc/get_mech_icon(var/list/components = list(), var/overlay_layer = FLOAT_LAYER
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return all_images
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/mob/living/heavy_vehicle/update_icon()
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//As mech icons uses a caching system, any changes here, particularly to layers, must be reflected in /obj/structure/heavy_vehicle_frame/update_icon().
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var/list/new_overlays = get_mech_icon(list(body), MECH_BASE_LAYER)
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if(body && !hatch_closed)
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new_overlays += get_mech_image("[body.icon_state]_cockpit", body.on_mech_icon, MECH_BASE_LAYER)
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