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Refactoring 'borg overlay stuff back to add_overlay (#8705)
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@@ -822,20 +822,13 @@
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return FALSE
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/mob/living/silicon/robot/updateicon()
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overlays.Cut() // The new way the overlays are applied requires this overlays.Cut difference to remove
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// correctly
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//The below lines up to the panels are how the 'borgs get their overlays now. It's made cleaner
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// via the vars below.
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var/overlay_help = image(icon,"eyes-[module_sprites[icontype]]-help", EFFECTS_ABOVE_LIGHTING_LAYER)
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var/overlay_harm = image(icon,"eyes-[module_sprites[icontype]]-harm", EFFECTS_ABOVE_LIGHTING_LAYER)
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cut_overlays()
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if(stat == CONSCIOUS)
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if(a_intent == I_HELP)
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overlays += overlay_help
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add_overlay(image(icon, "eyes-[module_sprites[icontype]]-help", layer = EFFECTS_ABOVE_LIGHTING_LAYER))
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else
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overlays += overlay_harm
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add_overlay(image(icon, "eyes-[module_sprites[icontype]]-harm", layer = EFFECTS_ABOVE_LIGHTING_LAYER))
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if(opened)
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var/panelprefix = custom_sprite ? src.ckey : "ov"
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