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Closer to working 100%
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@@ -105,7 +105,6 @@ Please contact me on #coderbus IRC. ~Carn x
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/mob/living/carbon/human
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var/list/overlays_standing[TOTAL_LAYERS]
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var/list/misc_effect_overlays = list() //Overlays that are applied at a custom layer (defined in each image's .layer property) outside of standard overlay application. Updated in update_misc_effects()
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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/skeleton
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var/list/cached_standing_overlays = list() // List of everything currently in a human's actual overlays
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@@ -189,6 +188,7 @@ var/global/list/damage_icon_parts = list()
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else
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icon_key += "#000000"
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update_misc_effects()
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for(var/organ_tag in dna.species.has_limbs)
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var/obj/item/organ/external/part = bodyparts_by_name[organ_tag]
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if(isnull(part))
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@@ -296,6 +296,7 @@ var/global/list/damage_icon_parts = list()
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lips.Blend(lip_color, ICON_ADD)
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stand_icon.Blend(lips, ICON_OVERLAY)
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icon = stand_icon
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//tail
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update_tail_layer(0)
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//head accessory
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@@ -1246,11 +1247,23 @@ var/global/list/damage_icon_parts = list()
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apply_overlay(COLLAR_LAYER)
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/mob/living/carbon/human/proc/update_misc_effects()
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misc_effect_overlays.Cut()
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remove_overlay(MISC_LAYER)
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//Begin appending miscellaneous effects.
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if(eyes_shine())
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misc_effect_overlays += get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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overlays_standing[MISC_LAYER] = get_eye_shine() //Image layer is specified in get_eye_shine() proc as LIGHTING_LAYER + 1.
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apply_overlay(MISC_LAYER)
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/mob/living/carbon/human/admin_Freeze(client/admin, skip_overlays = TRUE)
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. = ..()
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overlays_standing[FROZEN_LAYER] = mutable_appearance(frozen, layer = FROZEN_LAYER)
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apply_overlay(FROZEN_LAYER)
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/mob/living/carbon/human/admin_unFreeze(client/admin, skip_overlays = TRUE)
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. = ..()
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remove_overlay(FROZEN_LAYER)
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/mob/living/carbon/human/proc/force_update_limbs()
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for(var/obj/item/organ/external/O in bodyparts)
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