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powder that makes you say yes
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@@ -67,39 +67,6 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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#define SURGERY_LAYER 5 //Overlays for open surgical sites
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#define UNDERWEAR_LAYER 6 //Underwear/bras/etc
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#define TAIL_LOWER_LAYER 7 //Tail as viewed from the south
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<<<<<<< HEAD
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#define SHOES_LAYER_ALT 8 //Shoe-slot item (when set to be under uniform via verb)
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#define UNIFORM_LAYER 9 //Uniform-slot item
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#define ID_LAYER 10 //ID-slot item
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#define SHOES_LAYER 11 //Shoe-slot item
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#define GLOVES_LAYER 12 //Glove-slot item
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#define BELT_LAYER 13 //Belt-slot item
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#define SUIT_LAYER 14 //Suit-slot item
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#define TAIL_UPPER_LAYER 15 //Some species have tails to render (As viewed from the N, E, or W)
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#define GLASSES_LAYER 16 //Eye-slot item
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#define BELT_LAYER_ALT 17 //Belt-slot item (when set to be above suit via verb)
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#define SUIT_STORE_LAYER 18 //Suit storage-slot item
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#define BACK_LAYER 19 //Back-slot item
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#define HAIR_LAYER 20 //The human's hair
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#define HAIR_ACCESSORY_LAYER 21 //VOREStation edit. Simply move this up a number if things are added.
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#define EARS_LAYER 22 //Both ear-slot items (combined image)
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#define EYES_LAYER 23 //Mob's eyes (used for glowing eyes)
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#define FACEMASK_LAYER 24 //Mask-slot item
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#define HEAD_LAYER 25 //Head-slot item
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#define HANDCUFF_LAYER 26 //Handcuffs, if the human is handcuffed, in a secret inv slot
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#define LEGCUFF_LAYER 27 //Same as handcuffs, for legcuffs
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#define L_HAND_LAYER 28 //Left-hand item
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#define R_HAND_LAYER 29 //Right-hand item
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#define WING_LAYER 30 //Wings or protrusions over the suit.
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#define VORE_BELLY_LAYER 31 //CHOMPStation edit - Move this and everything after up if things are added.
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#define VORE_TAIL_LAYER 32 //CHOMPStation edit - Move this and everything after up if things are added.
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#define TAIL_UPPER_LAYER_ALT 33 //Modified tail-sprite layer. Tend to be larger.
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#define MODIFIER_EFFECTS_LAYER 34 //Effects drawn by modifiers
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#define FIRE_LAYER 35 //'Mob on fire' overlay layer
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#define MOB_WATER_LAYER 36 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 37 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 37 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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=======
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#define WING_LOWER_LAYER 8 //Wings as viewed from the south
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#define SHOES_LAYER_ALT 9 //Shoe-slot item (when set to be under uniform via verb)
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#define UNIFORM_LAYER 10 //Uniform-slot item
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@@ -108,7 +75,7 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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#define GLOVES_LAYER 13 //Glove-slot item
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#define BELT_LAYER 14 //Belt-slot item
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#define SUIT_LAYER 15 //Suit-slot item
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#define TAIL_UPPER_LAYER 16 //Some species have tails to render (As viewed from the N, E, or W)
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#define TAIL_UPPER_LAYER 16 //Some species have tails to render (As viewed from the N, E, or W)
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#define GLASSES_LAYER 17 //Eye-slot item
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#define BELT_LAYER_ALT 18 //Belt-slot item (when set to be above suit via verb)
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#define SUIT_STORE_LAYER 19 //Suit storage-slot item
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@@ -124,13 +91,14 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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#define L_HAND_LAYER 29 //Left-hand item
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#define R_HAND_LAYER 30 //Right-hand item
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#define WING_LAYER 31 //Wings or protrusions over the suit.
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#define TAIL_UPPER_LAYER_ALT 32 //Modified tail-sprite layer. Tend to be larger.
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#define MODIFIER_EFFECTS_LAYER 33 //Effects drawn by modifiers
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#define FIRE_LAYER 34 //'Mob on fire' overlay layer
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#define MOB_WATER_LAYER 35 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 36 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 36 //VOREStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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>>>>>>> 124841bd3a... Merge pull request #13598 from Heroman3003/megawings
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#define VORE_BELLY_LAYER 32 //CHOMPStation edit - Move this and everything after up if things are added.
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#define VORE_TAIL_LAYER 33 //CHOMPStation edit - Move this and everything after up if things are added.
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#define TAIL_UPPER_LAYER_ALT 34 //Modified tail-sprite layer. Tend to be larger.
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#define MODIFIER_EFFECTS_LAYER 35 //Effects drawn by modifiers
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#define FIRE_LAYER 36 //'Mob on fire' overlay layer
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#define MOB_WATER_LAYER 37 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 38 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 38 //CHOMPStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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//////////////////////////////////
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/mob/living/carbon/human
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