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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-30 08:29:57 +01:00
Baseline Screen Layer (#15579)
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@@ -287,6 +287,8 @@
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var/list/alterable_internal_organs = list(BP_HEART, BP_EYES, BP_LUNGS, BP_LIVER, BP_KIDNEYS, BP_STOMACH, BP_APPENDIX) //what internal organs can be changed in character setup
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var/list/possible_external_organs_modifications = list("Normal","Amputated","Prosthesis")
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var/use_alt_hair_layer = FALSE
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/datum/species/proc/get_eyes(var/mob/living/carbon/human/H)
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return
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@@ -138,6 +138,8 @@
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var/sprint_temperature_factor = 1.15
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var/move_charge_factor = 1
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use_alt_hair_layer = TRUE
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/datum/species/machine/handle_post_spawn(var/mob/living/carbon/human/H)
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. = ..()
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check_tag(H, H.client)
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@@ -72,6 +72,7 @@
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/mob/living/carbon/human/proc/tie_hair)
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bodyfall_sound = /singleton/sound_category/bodyfall_sound
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use_alt_hair_layer = FALSE
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/datum/species/machine/shell/get_species(var/reference, var/mob/living/carbon/human/H, var/records)
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if(reference)
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@@ -363,11 +364,11 @@
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brute_mod = 0.9
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grab_mod = 0.9
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resist_mod = 8
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cold_level_1 = -1 //RaceDefault 50 Default -1
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cold_level_2 = -1 //RaceDefault -1 Default -1
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cold_level_3 = -1 //RaceDefault -1 Default -1
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heat_level_1 = 700 //RaceDefault 600 Default 700
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heat_level_2 = 1400 //RaceDefault 1200 Default 1400
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heat_level_3 = 2800 //RaceDefault 2400 Default 2800
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@@ -102,24 +102,25 @@ There are several things that need to be remembered:
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#define SUIT_LAYER 15
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#define ID_LAYER_ALT 16
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#define TAIL_NORTH_LAYER 17
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#define GLASSES_LAYER 18
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#define BELT_LAYER_ALT 19
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#define SUIT_STORE_LAYER 20
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#define BACK_LAYER 21
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#define HAIR_LAYER 22
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#define GLASSES_LAYER_ALT 23
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#define L_EAR_LAYER 24
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#define R_EAR_LAYER 25
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#define FACEMASK_LAYER 26
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#define HEAD_LAYER 27
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#define COLLAR_LAYER 28
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#define HANDCUFF_LAYER 29
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#define LEGCUFF_LAYER 30
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#define L_HAND_LAYER 31
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#define R_HAND_LAYER 32
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#define WRISTS_LAYER 33
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#define FIRE_LAYER_UPPER 34
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#define TOTAL_LAYERS 34
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#define HAIR_LAYER_ALT 18
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#define GLASSES_LAYER 19
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#define BELT_LAYER_ALT 20
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#define SUIT_STORE_LAYER 21
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#define BACK_LAYER 22
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#define HAIR_LAYER 23
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#define GLASSES_LAYER_ALT 24
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#define L_EAR_LAYER 25
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#define R_EAR_LAYER 26
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#define FACEMASK_LAYER 27
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#define HEAD_LAYER 28
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#define COLLAR_LAYER 29
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#define HANDCUFF_LAYER 30
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#define LEGCUFF_LAYER 31
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#define L_HAND_LAYER 32
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#define R_HAND_LAYER 33
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#define WRISTS_LAYER 34
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#define FIRE_LAYER_UPPER 35
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#define TOTAL_LAYERS 35
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////////////////////////////
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#define GET_BODY_TYPE (cached_bodytype || (cached_bodytype = species.get_bodytype()))
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@@ -463,6 +464,7 @@ There are several things that need to be remembered:
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//Reset our hair
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overlays_raw[HAIR_LAYER] = null
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overlays_raw[HAIR_LAYER_ALT] = null
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var/obj/item/organ/external/head/head_organ = get_organ(BP_HEAD)
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if(!head_organ || head_organ.is_stump() )
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@@ -488,7 +490,8 @@ There are several things that need to be remembered:
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else
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set_light(0)
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overlays_raw[HAIR_LAYER] = hair_icon
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var/hair_layer = species.use_alt_hair_layer ? HAIR_LAYER_ALT : HAIR_LAYER
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overlays_raw[hair_layer] = hair_icon
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if(update_icons)
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update_icon()
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