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Moves hair and eyes into standing overlays (#95781)
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@@ -287,6 +287,7 @@
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#include "screenshot_airlocks.dm"
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#include "screenshot_antag_icons.dm"
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#include "screenshot_basic.dm"
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#include "screenshot_debrain.dm"
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#include "screenshot_digi.dm"
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#include "screenshot_dynamic_human_icons.dm"
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#include "screenshot_high_luminosity_eyes.dm"
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@@ -0,0 +1,32 @@
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/// Tests debrained overlay. And also eyeless since we're here
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/datum/unit_test/screenshot_debrain
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var/last_frame = 1
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/datum/unit_test/screenshot_debrain/Run()
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var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/dummy/consistent)
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var/obj/item/organ/brain/their_brain = human.get_organ_by_type(__IMPLIED_TYPE__)
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var/obj/item/organ/eyes/their_eyes = human.get_organ_by_type(__IMPLIED_TYPE__)
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human.set_hairstyle(/datum/sprite_accessory/hair/bedheadv4::name)
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human.set_facial_hairstyle(/datum/sprite_accessory/facial_hair/vlongbeard::name)
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human.set_haircolor(COLOR_BLACK)
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human.set_facial_haircolor(COLOR_BLACK)
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var/icon/final_icon = icon('icons/effects/effects.dmi', "nothing")
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// record pre-test appearance
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final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = SOUTH, frame = 1)
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// remove brain, record appearance
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their_brain.Remove(human)
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final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = NORTH, frame = 1)
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// remove eyes, record appearance
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their_eyes.Remove(human)
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final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = EAST, frame = 1)
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// re-add organs, record appearance
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their_brain.Insert(human)
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their_eyes.Insert(human)
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final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = WEST, frame = 1)
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// test the final screenshot
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test_screenshot("head_organs", final_icon)
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