/// Tests debrained overlay. And also eyeless since we're here /datum/unit_test/screenshot_debrain var/last_frame = 1 /datum/unit_test/screenshot_debrain/Run() var/mob/living/carbon/human/human = allocate(/mob/living/carbon/human/dummy/consistent) var/obj/item/organ/brain/their_brain = human.get_organ_by_type(__IMPLIED_TYPE__) var/obj/item/organ/eyes/their_eyes = human.get_organ_by_type(__IMPLIED_TYPE__) human.set_hairstyle(/datum/sprite_accessory/hair/bedheadv4::name) human.set_facial_hairstyle(/datum/sprite_accessory/facial_hair/vlongbeard::name) human.set_haircolor(COLOR_BLACK) human.set_facial_haircolor(COLOR_BLACK) var/icon/final_icon = icon('icons/effects/effects.dmi', "nothing") // record pre-test appearance final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = SOUTH, frame = 1) // remove brain, record appearance their_brain.Remove(human) final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = NORTH, frame = 1) // remove eyes, record appearance their_eyes.Remove(human) final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = EAST, frame = 1) // re-add organs, record appearance their_brain.Insert(human) their_eyes.Insert(human) final_icon.Insert(getFlatIcon(human, no_anim = TRUE), dir = WEST, frame = 1) // test the final screenshot test_screenshot("head_organs", final_icon)