// These are used as the layers for the icons, as well as indexes in a list that holds onto them. // Technically the layers used are all -100+layer to make them FLOAT_LAYER overlays. //Human Overlays Indexes///////// //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) #define MUTATIONS_LAYER 1 //Mutations like fat, and lasereyes #define TAIL_LOWER_LAYER 2 //Tail as viewed from the south #define WING_LOWER_LAYER 3 //Wings as viewed from the south #define BODYPARTS_LAYER 4 //Bodyparts layer #define SKIN_LAYER 5 //Skin things added by a call on species #define BLOOD_LAYER 6 //Bloodied hands/feet/anything else #define MOB_DAM_LAYER 7 //Injury overlay sprites like open wounds #define SURGERY_LAYER 8 //Overlays for open surgical sites #define UNDERWEAR_LAYER 9 //Underwear/bras/etc #define SHOES_LAYER_ALT 10 //Shoe-slot item (when set to be under uniform via verb) #define UNIFORM_LAYER 11 //Uniform-slot item #define ID_LAYER 12 //ID-slot item #define SHOES_LAYER 13 //Shoe-slot item #define GLOVES_LAYER 14 //Glove-slot item #define BELT_LAYER 15 //Belt-slot item #define SUIT_LAYER 16 //Suit-slot item #define TAIL_UPPER_LAYER 17 //Some species have tails to render (As viewed from the N, E, or W) #define GLASSES_LAYER 18 //Eye-slot item #define BELT_LAYER_ALT 19 //Belt-slot item (when set to be above suit via verb) #define SUIT_STORE_LAYER 20 //Suit storage-slot item #define BACK_LAYER 21 //Back-slot item #define HAIR_LAYER 22 //The human's hair #define HAIR_ACCESSORY_LAYER 23 //Simply move this up a number if things are added. #define EARS_LAYER 24 //Both ear-slot items (combined image) #define EYES_LAYER 25 //Mob's eyes (used for glowing eyes) #define FACEMASK_LAYER 26 //Mask-slot item #define GLASSES_LAYER_ALT 27 //So some glasses can appear on top of hair and things #define HEAD_LAYER 28 //Head-slot item #define HANDCUFF_LAYER 29 //Handcuffs, if the human is handcuffed, in a secret inv slot #define LEGCUFF_LAYER 30 //Same as handcuffs, for legcuffs #define L_HAND_LAYER 31 //Left-hand item #define R_HAND_LAYER 32 //Right-hand item #define WING_LAYER 33 //Wings or protrusions over the suit. #define VORE_BELLY_LAYER 34 //Move this and everything after up if things are added. #define VORE_TAIL_LAYER 35 //Move this and everything after up if things are added. #define TAIL_UPPER_LAYER_ALT 36 //Modified tail-sprite layer. Tend to be larger. #define MODIFIER_EFFECTS_LAYER 37 //Effects drawn by modifiers #define FIRE_LAYER 38 //'Mob on fire' overlay layer #define MOB_WATER_LAYER 39 //'Mob submerged' overlay layer #define TARGETED_LAYER 40 //'Aimed at' overlay layer #define TOTAL_LAYERS 40 // <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list. //These two are only used for gargoyles currently #define HUMAN_BODY_LAYERS list(MUTATIONS_LAYER, TAIL_LOWER_LAYER, WING_LOWER_LAYER, BODYPARTS_LAYER, SKIN_LAYER, BLOOD_LAYER, MOB_DAM_LAYER, TAIL_UPPER_LAYER, HAIR_LAYER, HAIR_ACCESSORY_LAYER, EYES_LAYER, WING_LAYER, VORE_BELLY_LAYER, VORE_TAIL_LAYER, TAIL_UPPER_LAYER_ALT) #define HUMAN_OTHER_LAYERS list(MODIFIER_EFFECTS_LAYER, FIRE_LAYER, MOB_WATER_LAYER, TARGETED_LAYER)