diff --git a/code/modules/organs/organ_icon.dm b/code/modules/organs/organ_icon.dm index b76b52e1c0..1f5f583324 100644 --- a/code/modules/organs/organ_icon.dm +++ b/code/modules/organs/organ_icon.dm @@ -4,13 +4,13 @@ var/global/list/limb_icon_cache = list() return /obj/item/organ/external/proc/compile_icon() - overlays.Cut() + cut_overlays() // This is a kludge, only one icon has more than one generation of children though. for(var/obj/item/organ/external/organ in contents) if(organ.children && organ.children.len) for(var/obj/item/organ/external/child in organ.children) overlays += child.mob_icon - overlays += organ.mob_icon + add_overlay(organ.mob_icon) /obj/item/organ/external/proc/sync_colour_to_human(var/mob/living/carbon/human/human) s_tone = null @@ -94,7 +94,7 @@ var/global/list/limb_icon_cache = list() mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons icon_cache_key += "[M][markings[M]["color"]]" - overlays |= get_hair_icon() + add_overlay(get_hair_icon()) return mob_icon @@ -107,7 +107,7 @@ var/global/list/limb_icon_cache = list() var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s") if(facial_hair_style.do_colouration) facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD) - res.overlays |= facial_s + res.add_overlay(facial_s) //Head hair if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR))) @@ -122,7 +122,7 @@ var/global/list/limb_icon_cache = list() if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3) hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY) hair_s.Blend(hair_s_add, ICON_ADD) - res.overlays |= hair_s + res.add_overlay(hair_s) return res @@ -164,7 +164,7 @@ var/global/list/limb_icon_cache = list() var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"] var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]") mark_s.Blend(markings[M]["color"], ICON_ADD) - overlays |= mark_s //So when it's not on your body, it has icons + add_overlay(mark_s) //So when it's not on your body, it has icons mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons icon_cache_key += "[M][markings[M]["color"]]" @@ -258,7 +258,7 @@ var/list/robot_hud_colours = list("#CFCFCF","#AFAFAF","#8F8F8F","#6F6F6F","#4F4F var/b = 0.11 * R.health_hud_intensity temp.color = list(r, r, r, g, g, g, b, b, b) hud_damage_image = image(null) - hud_damage_image.overlays += temp + hud_damage_image.add_overlay(temp) // Calculate the required color index. var/dam_state = min(1,((brute_dam+burn_dam)/max_damage))