diff --git a/code/__DEFINES/mobs.dm b/code/__DEFINES/mobs.dm index bf12f84ff72..241941037e8 100644 --- a/code/__DEFINES/mobs.dm +++ b/code/__DEFINES/mobs.dm @@ -650,35 +650,37 @@ GLOBAL_LIST_INIT(human_heights_to_offsets, list( /// Total number of layers for mob overlays /// KEEP THIS UP-TO-DATE OR SHIT WILL BREAK /// Also consider updating layers_to_offset -#define TOTAL_LAYERS 33 +#define TOTAL_LAYERS 34 /// Mutations layer - Tk headglows, cold resistance glow, etc -#define MUTATIONS_LAYER 33 +#define MUTATIONS_LAYER 34 /// Mutantrace features (tail when looking south) that must appear behind the body parts -#define BODY_BEHIND_LAYER 32 +#define BODY_BEHIND_LAYER 33 /// Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST -#define BODYPARTS_LOW_LAYER 31 +#define BODYPARTS_LOW_LAYER 32 /// Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER -#define BODYPARTS_LAYER 30 +#define BODYPARTS_LAYER 31 /// Mutantrace features (snout, body markings) that must appear above the body parts -#define BODY_ADJ_LAYER 29 +#define BODY_ADJ_LAYER 30 /// Underwear, undershirts, socks, eyes, lips(makeup) -#define BODY_LAYER 28 +#define BODY_LAYER 29 /// Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) -#define FRONT_MUTATIONS_LAYER 27 +#define FRONT_MUTATIONS_LAYER 28 /// Damage indicators (cuts and burns) -#define DAMAGE_LAYER 26 +#define DAMAGE_LAYER 27 /// Jumpsuit clothing layer -#define UNIFORM_LAYER 25 +#define UNIFORM_LAYER 26 /// ID card layer -#define ID_LAYER 24 +#define ID_LAYER 25 /// ID card layer (might be deprecated) -#define ID_CARD_LAYER 23 +#define ID_CARD_LAYER 24 /// Layer for bodyparts that should appear above every other bodypart - Currently only used for hands -#define BODYPARTS_HIGH_LAYER 22 +#define BODYPARTS_HIGH_LAYER 23 /// Gloves layer -#define GLOVES_LAYER 21 +#define GLOVES_LAYER 22 /// Shoes layer -#define SHOES_LAYER 20 +#define SHOES_LAYER 21 +/// Layer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed) +#define LOW_FACEMASK_LAYER 20 /// Ears layer (Spessmen have ears? Wow) #define EARS_LAYER 19 /// Suit layer (armor, coats, etc.) @@ -745,6 +747,7 @@ GLOBAL_LIST_INIT(layers_to_offset, list( "[ID_CARD_LAYER]" = UPPER_BODY, // unused "[ID_LAYER]" = UPPER_BODY, "[FACEMASK_LAYER]" = UPPER_BODY, + "[LOW_FACEMASK_LAYER]" = UPPER_BODY, // These two are cached, and have their appearance shared(?), so it's safer to just not touch it "[MUTATIONS_LAYER]" = NO_MODIFY, "[FRONT_MUTATIONS_LAYER]" = NO_MODIFY, diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm index 1af058181a6..9c947b53a93 100644 --- a/code/modules/clothing/masks/boxing.dm +++ b/code/modules/clothing/masks/boxing.dm @@ -5,6 +5,7 @@ inhand_icon_state = "balaclava" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT visor_flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT + alternate_worn_layer = LOW_FACEMASK_LAYER //This lets it layer below glasses and headsets; yes, that's below hair, but it already has HIDEHAIR w_class = WEIGHT_CLASS_SMALL actions_types = list(/datum/action/item_action/adjust) @@ -61,4 +62,5 @@ inhand_icon_state = "balaclava" flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT visor_flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT + alternate_worn_layer = LOW_FACEMASK_LAYER //This lets it layer below glasses and headsets; yes, that's below hair, but it already has HIDEHAIR w_class = WEIGHT_CLASS_SMALL