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Fixes Headlight Sprite and Fixes Hair+Head Accessory Animation
Hair and Head Accessories will now no longer animate as fast as they possibly can and, instead, will follow the timings the spriter defined in the .dmi file.
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@@ -404,7 +404,8 @@ var/global/list/damage_icon_parts = list()
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var/icon/head_accessory_s = new/icon("icon" = head_accessory_style.icon, "icon_state" = "[head_accessory_style.icon_state]_s")
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if(head_accessory_style.do_colouration)
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head_accessory_s.Blend(rgb(r_headacc, g_headacc, b_headacc), ICON_ADD)
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head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
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head_accessory_standing = head_accessory_s //head_accessory_standing.Blend(head_accessory_s, ICON_OVERLAY)
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//Having it this way preserves animations. Useful for animated antennae.
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else
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//warning("Invalid ha_style for [species.name]: [ha_style]")
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@@ -444,7 +445,8 @@ var/global/list/damage_icon_parts = list()
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else if(hair_style.do_colouration)
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hair_s.Blend(rgb(r_hair, g_hair, b_hair), ICON_ADD)
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hair_standing.Blend(hair_s, ICON_OVERLAY)
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hair_standing = hair_s //hair_standing.Blend(hair_s, ICON_OVERLAY)
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//Having it this way preserves animations. Useful for IPC screens.
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else
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//warning("Invalid h_style for [species.name]: [h_style]")
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//hair_standing.Blend(debrained_s, ICON_OVERLAY)//how does i overlay for fish?
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