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changes a hardcoded layer to make taur clothing work again
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@@ -786,7 +786,7 @@
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var/image/standing = ..()
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if(taurized) //Special snowflake var on suits
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standing.pixel_x = -16
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standing.layer = BODY_LAYER + 17 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1
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standing.layer = BODY_LAYER + 18 // 17 is above tail layer, so will not be covered by taurbody. TAIL_UPPER_LAYER +1
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return standing
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/obj/item/clothing/suit/apply_accessories(var/image/standing)
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@@ -59,7 +59,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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// These are used as the layers for the icons, as well as indexes in a list that holds onto them.
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// Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays.
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//CHOMPEDIT: edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these
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//CHOMPEDIT: edit the file human/update_icons.dm in the modular_chomp folder as well, if you update these (and clothing/clothing.dm line 789, the hardcoded layer there in /obj/item/clothing/suit/make_worn_icon)
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//Human Overlays Indexes/////////
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#define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes
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#define TAIL_LOWER_LAYER 2 //Tail as viewed from the south //CHOMPStation edit - underneath bodyparts
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