Eye icon folder is less hardcoded (#94242)

## About The Pull Request
Moves eyes to there own folder and makes it so they state there icon
folder rather then it being hard coded
## Why It's Good For The Game
It felt weird that these are lumped into a file that's mostly hair and
that its hard-coded like this. This makes it easier to sort out icons.
(Thinly veiled downstream support)
## Changelog
N/A
This commit is contained in:
FalloutFalcon
2025-12-01 18:26:58 -05:00
committed by GitHub
parent 02d576c0a2
commit 2d8c0a777b
8 changed files with 22 additions and 19 deletions
@@ -37,6 +37,9 @@
var/eye_color_left = null // set to a hex code to override a mob's left eye color
var/eye_color_right = null // set to a hex code to override a mob's right eye color
/// The icon file of that eyes as its applied to the mob
var/eye_icon = 'icons/mob/human/human_eyes.dmi'
/// The icon state of that eyes as its applied to the mob
var/eye_icon_state = "eyes"
/// Do these eyes have blinking animations
var/blink_animation = TRUE
@@ -290,8 +293,8 @@
if(isnull(eye_icon_state))
return list()
var/mutable_appearance/eye_left = mutable_appearance('icons/mob/human/human_face.dmi', "[eye_icon_state]_l", -EYES_LAYER, parent)
var/mutable_appearance/eye_right = mutable_appearance('icons/mob/human/human_face.dmi', "[eye_icon_state]_r", -EYES_LAYER, parent)
var/mutable_appearance/eye_left = mutable_appearance(eye_icon, "[eye_icon_state]_l", -EYES_LAYER, parent)
var/mutable_appearance/eye_right = mutable_appearance(eye_icon, "[eye_icon_state]_r", -EYES_LAYER, parent)
var/list/overlays = list(eye_left, eye_right)
if(!(parent.obscured_slots & HIDEEYES))
@@ -310,12 +313,12 @@
overlays += eyelids
if (scarring & RIGHT_EYE_SCAR)
var/mutable_appearance/right_scar = mutable_appearance('icons/mob/human/human_face.dmi', "eye_scar_right", -EYES_LAYER, parent)
var/mutable_appearance/right_scar = mutable_appearance('icons/mob/human/human_eyes.dmi', "eye_scar_right", -EYES_LAYER, parent)
right_scar.color = my_head.draw_color
overlays += right_scar
if (scarring & LEFT_EYE_SCAR)
var/mutable_appearance/left_scar = mutable_appearance('icons/mob/human/human_face.dmi', "eye_scar_left", -EYES_LAYER, parent)
var/mutable_appearance/left_scar = mutable_appearance('icons/mob/human/human_eyes.dmi', "eye_scar_left", -EYES_LAYER, parent)
left_scar.color = my_head.draw_color
overlays += left_scar
@@ -540,7 +543,7 @@
/obj/effect/abstract/eyelid_effect
name = "eyelid"
icon = 'icons/mob/human/human_face.dmi'
icon = 'icons/mob/human/human_eyes.dmi'
layer = -EYES_LAYER
vis_flags = VIS_INHERIT_DIR | VIS_INHERIT_PLANE | VIS_INHERIT_ID