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https://github.com/ParadiseSS13/Paradise.git
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@@ -131,11 +131,12 @@ Please contact me on #coderbus IRC. ~Carn x
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#define FIRE_LAYER 24 //If you're on fire
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#define TOTAL_LAYERS 24
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/mob/living/carbon/human
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var/list/overlays_standing[TOTAL_LAYERS]
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var/previous_damage_appearance // store what the body last looked like, so we only have to update it if something changed
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var/icon/race_icon
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var/icon/deform_icon
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var/icon/skeleton
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/mob/living/carbon/human/proc/apply_overlay(cache_index)
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@@ -238,7 +239,6 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/husk = (M_HUSK in src.mutations) //100% unnecessary -Agouri //nope, do you really want to iterate through src.mutations repeatedly? -Pete
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var/fat = (M_FAT in src.mutations)
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var/hulk = (M_HULK in src.mutations)
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var/skeleton = (SKELETON in src.mutations)
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var/g = (gender == FEMALE ? "f" : "m")
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var/has_head = 0
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@@ -351,7 +351,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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//Handle husk overlay.
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if(husk)
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var/icon/mask = new(base_icon)
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var/icon/husk_over = new(race_icon,"overlay_husk")
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var/icon/husk_over = new(species.icobase,"overlay_husk")
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mask.MapColors(0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,0)
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husk_over.Blend(mask, ICON_ADD)
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base_icon.Blend(husk_over, ICON_OVERLAY)
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@@ -506,13 +506,11 @@ proc/get_damage_icon_part(damage_state, body_part)
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// var/g = "m"
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// if (gender == FEMALE) g = "f"
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//BS12 EDIT
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var/skeleton = (SKELETON in src.mutations)
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if(skeleton)
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race_icon = 'icons/mob/human_races/r_skeleton.dmi'
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var/skel = (SKELETON in src.mutations)
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if(skel)
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skeleton = 'icons/mob/human_races/r_skeleton.dmi'
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else
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//Icon data is kept in species datums within the mob.
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race_icon = species.icobase
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deform_icon = species.deform
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skeleton = null
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if(dna)
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switch(dna.mutantrace)
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