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/// 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)