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U_I Phase 1.3: Previews are broken, so that's a thing
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@@ -684,7 +684,7 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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icon = 'icons/obj/device.dmi'
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//Worn icon generation for on-mob sprites
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/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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/obj/item/proc/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer)
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//Get the required information about the base icon
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var/icon/icon2use = get_worn_icon_file(body_type = body_type, slot_name = slot_name, default_icon = default_icon, inhands = inhands)
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var/state2use = get_worn_icon_state(slot_name = slot_name)
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@@ -765,14 +765,14 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
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return icon_state
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//Returns the layer that should be used for the worn icon (as a FLOAT_LAYER layer, so negative)
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/obj/item/proc/get_worn_layer(var/default_layer)
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/obj/item/proc/get_worn_layer(var/default_layer = 0)
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//1: worn_layer variable
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if(!isnull(worn_layer)) //Can be zero, so...
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return -100+worn_layer
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return BODY_LAYER+worn_layer
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//2: your default
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return -100+default_layer
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return BODY_LAYER+default_layer
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//Apply the addblend blends onto the icon
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/obj/item/proc/apply_addblends(var/source_icon, var/icon/standing_icon)
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@@ -25,7 +25,7 @@
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//Some belts have sprites to show icons
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/obj/item/weapon/storage/belt/make_worn_icon(var/body_type,var/slot_name,var/inhands,var/default_icon,var/default_layer = 0)
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var/image/standing = ..()
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if(contents.len)
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if(!inhands && contents.len)
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for(var/obj/item/i in contents)
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var/i_state = i.item_state
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if(!i_state) i_state = i.icon_state
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