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https://github.com/ParadiseSS13/Paradise.git
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Fix Pass 1
Issue: Facing north means the tail is overlayed by just about everything but the body.
This commit is contained in:
@@ -106,33 +106,35 @@ Please contact me on #coderbus IRC. ~Carn x
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//Human Overlays Indexes/////////
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#define MUTANTRACE_LAYER 1
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#define MARKINGS_LAYER 2
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#define MUTATIONS_LAYER 3
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#define DAMAGE_LAYER 4
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#define UNIFORM_LAYER 5
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#define ID_LAYER 6
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#define SHOES_LAYER 7
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#define GLOVES_LAYER 8
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#define EARS_LAYER 9
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#define SUIT_LAYER 10
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#define GLASSES_LAYER 11
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#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
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#define TAIL_LAYER 13 //bs12 specific. this hack is probably gonna come back to haunt me
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#define SUIT_STORE_LAYER 14
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#define BACK_LAYER 15
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#define HAIR_LAYER 16 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 17
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#define FHAIR_LAYER 18
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#define FACEMASK_LAYER 19
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#define HEAD_LAYER 20
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#define COLLAR_LAYER 21
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#define HANDCUFF_LAYER 22
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#define LEGCUFF_LAYER 23
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#define L_HAND_LAYER 24
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#define R_HAND_LAYER 25
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#define TARGETED_LAYER 26 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 27 //If you're on fire
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#define TOTAL_LAYERS 27
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#define TAIL_LAYER 2 //bs12 specific. this hack is probably gonna come back to haunt me
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#define LIMBS_LAYER 3
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#define MARKINGS_LAYER 4 //2
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#define MUTATIONS_LAYER 5 //3
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#define DAMAGE_LAYER 6 //4
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#define UNIFORM_LAYER 7 //5
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#define ID_LAYER 8 //6
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#define SHOES_LAYER 9 //7
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#define GLOVES_LAYER 10 //8
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#define EARS_LAYER 11 //9
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#define SUIT_LAYER 12 //10
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#define GLASSES_LAYER 13 //11
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#define BELT_LAYER 14 //12 //Possible make this an overlay of somethign required to wear a belt?
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//#define TAIL_LAYER 13 //bs12 specific. this hack is probably gonna come back to haunt me
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#define SUIT_STORE_LAYER 15 //14
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#define BACK_LAYER 16 //15
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#define HAIR_LAYER 17 //16 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 18 //17
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#define FHAIR_LAYER 19 //18
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#define FACEMASK_LAYER 20 //19
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#define HEAD_LAYER 21 //20
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#define COLLAR_LAYER 22 //21
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#define HANDCUFF_LAYER 23 //22
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#define LEGCUFF_LAYER 24 //23
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#define L_HAND_LAYER 25 //24
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#define R_HAND_LAYER 26 //25
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#define TARGETED_LAYER 27 //26 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 28 //27 //If you're on fire
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#define TOTAL_LAYERS 28 //27
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@@ -296,6 +298,7 @@ var/global/list/damage_icon_parts = list()
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if(!(part.icon_position & RIGHT))
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temp2.Insert(new/icon(temp,dir=WEST),dir=WEST)
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base_icon.Blend(temp2, ICON_OVERLAY)
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overlays_standing[LIMBS_LAYER] = image(base_icon)
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if(part.icon_position & LEFT)
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temp2.Insert(new/icon(temp,dir=EAST),dir=EAST)
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if(part.icon_position & RIGHT)
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@@ -1114,11 +1117,13 @@ var/global/list/damage_icon_parts = list()
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//Human Overlays Indexes/////////
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#undef MUTANTRACE_LAYER
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#undef TAIL_LAYER
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#undef LIMBS_LAYER
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#undef MARKINGS_LAYER
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#undef MUTATIONS_LAYER
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#undef DAMAGE_LAYER
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#undef UNIFORM_LAYER
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#undef TAIL_LAYER
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//#undef TAIL_LAYER
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#undef ID_LAYER
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#undef SHOES_LAYER
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#undef GLOVES_LAYER
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@@ -211,16 +211,6 @@ datum/preferences
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preview_icon.Blend(new /icon(icobase, "groin_[g]"), ICON_OVERLAY)
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preview_icon.Blend(new /icon(icobase, "head_[g]"), ICON_OVERLAY)
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for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
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if(organ_data[name] == "amputated") continue
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if(organ_data[name] == "cyborg")
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var/datum/robolimb/R
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if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
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if(!R) R = basic_robolimb
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preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
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continue
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preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
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//Tail
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if(current_species && (current_species.bodyflags & HAS_TAIL))
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var/tail_icon
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@@ -237,6 +227,16 @@ datum/preferences
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var/icon/temp = new /icon("icon" = tail_icon, "icon_state" = tail_icon_state)
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preview_icon.Blend(temp, ICON_OVERLAY)
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for(var/name in list("r_arm","r_hand","r_leg","r_foot","l_leg","l_foot","l_arm","l_hand"))
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if(organ_data[name] == "amputated") continue
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if(organ_data[name] == "cyborg")
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var/datum/robolimb/R
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if(rlimb_data[name]) R = all_robolimbs[rlimb_data[name]]
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if(!R) R = basic_robolimb
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preview_icon.Blend(icon(R.icon, "[name]"), ICON_OVERLAY) // This doesn't check gendered_icon. Not an issue while only limbs can be robotic.
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continue
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preview_icon.Blend(new /icon(icobase, "[name]"), ICON_OVERLAY)
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// Skin color
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if(current_species && (current_species.bodyflags & HAS_SKIN_COLOR))
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preview_icon.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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