diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 48f5701a671..6b9632980e6 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -404,7 +404,8 @@ var/global/list/damage_icon_parts = list() var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s") if(head_accessory_style.do_colouration) head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD) - head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY) + head_accessory_standing = head_accessory_s //head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY) + //Having it this way preserves animations. Useful for animated antennae. else //warning("Invalid ha_style for [species.name]: [ha_style]") @@ -444,7 +445,8 @@ var/global/list/damage_icon_parts = list() else if(hair_style.do_colouration) hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD) - hair_standing.Blend(hair_s, ICON_OVERLAY) + hair_standing = hair_s //hair_standing.Blend(hair_s, ICON_OVERLAY) + //Having it this way preserves animations. Useful for IPC screens. else //warning("Invalid h_style for [species.name]: [h_style]") //hair_standing.Blend(debrained_s, ICON_OVERLAY)//how does i overlay for fish? diff --git a/icons/mob/body_accessory.dmi b/icons/mob/body_accessory.dmi index e98c077053b..6c10bb002e8 100644 Binary files a/icons/mob/body_accessory.dmi and b/icons/mob/body_accessory.dmi differ