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Fixes Glasses Not Blocking Eye Shine
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@@ -147,7 +147,7 @@ var/global/list/damage_icon_parts = list()
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E.update_icon()
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if(E.damage_state == "00")
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continue
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var/icon/DI
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var/cache_index = "[E.damage_state]/[E.icon_name]/[dna.species.blood_color]/[dna.species.name]"
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@@ -437,7 +437,7 @@ var/global/list/damage_icon_parts = list()
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else
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//warning("Invalid f_style for [species.name]: [f_style]")
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/mob/living/carbon/human/update_mutations(var/update_icons=1)
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remove_overlay(MUTATIONS_LAYER)
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@@ -681,6 +681,8 @@ var/global/list/damage_icon_parts = list()
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overlays_standing[GLASSES_LAYER] = new_glasses
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apply_overlay(GLASSES_LAYER)
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update_misc_effects()
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/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
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remove_overlay(EARS_LAYER)
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if(client && hud_used)
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@@ -1035,7 +1037,7 @@ 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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remove_overlay(TAIL_UNDERLIMBS_LAYER) // SEW direction icons, overlayed by LIMBS_LAYER.
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remove_overlay(TAIL_LAYER) /* This will be one of two things:
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If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
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If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
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can still appear on the outside of uniforms and such.
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Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
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@@ -1110,7 +1112,7 @@ var/global/list/damage_icon_parts = list()
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/mob/living/carbon/human/proc/start_tail_wagging(var/update_icons=1)
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remove_overlay(TAIL_UNDERLIMBS_LAYER) // SEW direction icons, overlayed by LIMBS_LAYER.
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remove_overlay(TAIL_LAYER) /* This will be one of two things:
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If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
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If the species' tail is overlapped by limbs, this will be only the N direction icon so tails
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can still appear on the outside of uniforms and such.
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Otherwise, since the user's tail isn't overlapped by limbs, it will be a full icon with all directions. */
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