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https://github.com/ParadiseSS13/Paradise.git
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Fix Pass 2
Corrects the issue in Fix Pass 1 The tail's north sprite will only be rendered to the tail layer, so it won't overlap arms and gloves.
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@@ -106,7 +106,7 @@ 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 TAIL_LAYER 2 //bs12 specific. this hack is probably gonna come back to haunt me
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#define TAIL_UNDERLIMBS_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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@@ -119,22 +119,22 @@ Please contact me on #coderbus IRC. ~Carn x
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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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#define TAIL_LAYER 15 //13 //bs12 specific. this hack is probably gonna come back to haunt me
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#define SUIT_STORE_LAYER 16 //14
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#define BACK_LAYER 17 //15
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#define HAIR_LAYER 18 //16 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 19 //17
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#define FHAIR_LAYER 20 //18
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#define FACEMASK_LAYER 21 //19
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#define HEAD_LAYER 22 //20
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#define COLLAR_LAYER 23 //21
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#define HANDCUFF_LAYER 24 //22
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#define LEGCUFF_LAYER 25 //23
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#define L_HAND_LAYER 26 //24
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#define R_HAND_LAYER 27 //25
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#define TARGETED_LAYER 28 //26 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 29 //27 //If you're on fire
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#define TOTAL_LAYERS 29 //27
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@@ -1012,6 +1012,7 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/proc/update_tail_layer(var/update_icons=1)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = null
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overlays_standing[TAIL_LAYER] = null
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if(body_accessory)
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@@ -1019,7 +1020,14 @@ var/global/list/damage_icon_parts = list()
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var/icon/accessory_s = new/icon("icon" = body_accessory.icon, "icon_state" = body_accessory.icon_state)
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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for(var/obj/item/organ/external/part in organs)
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var/icon/temp = accessory_s
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if(part.icon_position&(NORTH))
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var/icon/temp2 = new('icons/mob/human.dmi',"blank")
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temp2.Insert(new/icon(temp,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else if(species.tail && species.bodyflags & HAS_TAIL) //no tailless tajaran
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@@ -1027,26 +1035,48 @@ var/global/list/damage_icon_parts = list()
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var/icon/tail_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]_s")
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tail_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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overlays_standing[TAIL_LAYER] = image(tail_s)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(tail_s)
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for(var/obj/item/organ/external/part in organs)
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var/icon/temp = tail_s
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if(part.icon_position&(NORTH))
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var/icon/temp2 = new('icons/mob/human.dmi',"blank")
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temp2.Insert(new/icon(temp,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2)
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if(update_icons)
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update_icons()
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/mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = null
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overlays_standing[TAIL_LAYER] = null
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if(body_accessory)
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var/icon/accessory_s = new/icon("icon" = body_accessory.get_animated_icon(), "icon_state" = body_accessory.get_animated_icon_state())
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accessory_s.Blend(rgb(r_skin, g_skin, b_skin), body_accessory.blend_mode)
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overlays_standing[TAIL_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(accessory_s, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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for(var/obj/item/organ/external/part in organs)
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var/icon/temp = accessory_s
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if(part.icon_position&(NORTH))
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var/icon/temp2 = new('icons/mob/human.dmi',"blank")
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temp2.Insert(new/icon(temp,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2, "pixel_x" = body_accessory.pixel_x_offset, "pixel_y" = body_accessory.pixel_y_offset)
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else if(species.tail && species.bodyflags & HAS_TAIL)
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var/icon/tailw_s = new/icon("icon" = 'icons/effects/species.dmi', "icon_state" = "[species.tail]w_s")
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tailw_s.Blend(rgb(r_skin, g_skin, b_skin), ICON_ADD)
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overlays_standing[TAIL_LAYER] = image(tailw_s)
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overlays_standing[TAIL_UNDERLIMBS_LAYER] = image(tailw_s)
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for(var/obj/item/organ/external/part in organs)
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var/icon/temp = tailw_s
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if(part.icon_position&(NORTH))
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var/icon/temp2 = new('icons/mob/human.dmi',"blank")
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temp2.Insert(new/icon(temp,dir=NORTH),dir=NORTH)
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overlays_standing[TAIL_LAYER] = image(temp2)
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if(update_icons)
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update_icons()
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@@ -1117,13 +1147,13 @@ 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 TAIL_UNDERLIMBS_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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