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Final Pass
Breaks Facial Hair updates into their own proc and puts facial hair on its own layer. Works through everything that calls update_hair with the intention of updating facial hair and adds update_fhair Fixes the sprite names and colouring on all 'facial' and 'body marking' aspects. Fixes/implements proper ID photo/preferences preview picture generation. To do: Tail marking customization possible rework, gutting in the meantime
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@@ -204,6 +204,7 @@ datum/reagent/hair_dye/reaction_mob(var/mob/living/M, var/volume)
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H.g_hair = rand(0,255)
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H.b_hair = rand(0,255)
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H.update_hair()
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H.update_fhair()
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..()
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return
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@@ -229,6 +230,7 @@ datum/reagent/hairgrownium/reaction_mob(var/mob/living/M, var/volume)
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H.h_style = random_hair_style(H.gender, H.species)
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H.f_style = random_facial_hair_style(H.gender, H.species)
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H.update_hair()
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H.update_fhair()
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..()
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return
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@@ -256,6 +258,7 @@ datum/reagent/super_hairgrownium/on_mob_life(var/mob/living/M as mob)
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H.h_style = "Very Long Hair"
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H.f_style = "Very Long Beard"
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H.update_hair()
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H.update_fhair()
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if(!H.wear_mask || H.wear_mask && !istype(H.wear_mask, /obj/item/clothing/mask/fakemoustache))
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if(H.wear_mask)
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H.unEquip(H.wear_mask)
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