diff --git a/code/datums/datacore.dm b/code/datums/datacore.dm index 58c3038918a..b9b4957101f 100644 --- a/code/datums/datacore.dm +++ b/code/datums/datacore.dm @@ -413,7 +413,7 @@ var/record_id_num = 1001 eyes_s.Blend(rgb(eye_red, eye_green, eye_blue), ICON_ADD) face_s.Blend(eyes_s, ICON_OVERLAY) - var/datum/sprite_accessory/hair_style = hair_styles_list[head_organ.h_style] + var/datum/sprite_accessory/hair_style = hair_styles_full_list[head_organ.h_style] if(hair_style) var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") // I'll want to make a species-specific proc for this sooner or later diff --git a/code/game/dna/dna2_helpers.dm b/code/game/dna/dna2_helpers.dm index c5f9ce2b7fe..4047f1a56bb 100644 --- a/code/game/dna/dna2_helpers.dm +++ b/code/game/dna/dna2_helpers.dm @@ -185,9 +185,9 @@ /datum/dna/proc/write_head_attributes(obj/item/organ/external/head/head_organ) //Hair - var/hair = GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_list.len) - if((hair > 0) && (hair <= hair_styles_list.len)) - head_organ.h_style = hair_styles_list[hair] + var/hair = GetUIValueRange(DNA_UI_HAIR_STYLE,hair_styles_full_list.len) + if((hair > 0) && (hair <= hair_styles_full_list.len)) + head_organ.h_style = hair_styles_full_list[hair] head_organ.r_hair = GetUIValueRange(DNA_UI_HAIR_R, 255) head_organ.g_hair = GetUIValueRange(DNA_UI_HAIR_G, 255) @@ -251,7 +251,7 @@ return if(!H.h_style) H.h_style = "Skinhead" - var/hair = hair_styles_list.Find(H.h_style) + var/hair = hair_styles_full_list.Find(H.h_style) // Facial Hair if(!H.f_style) @@ -283,6 +283,6 @@ SetUIValueRange(DNA_UI_HACC_G, H.g_headacc, 255, 1) SetUIValueRange(DNA_UI_HACC_B, H.b_headacc, 255, 1) - SetUIValueRange(DNA_UI_HAIR_STYLE, hair, hair_styles_list.len, 1) + SetUIValueRange(DNA_UI_HAIR_STYLE, hair, hair_styles_full_list.len, 1) SetUIValueRange(DNA_UI_BEARD_STYLE, beard, facial_hair_styles_list.len, 1) SetUIValueRange(DNA_UI_HACC_STYLE, headacc, head_accessory_styles_list.len, 1) diff --git a/code/modules/mob/living/carbon/human/update_icons.dm b/code/modules/mob/living/carbon/human/update_icons.dm index 9a8a9b91404..a7e5666bf50 100644 --- a/code/modules/mob/living/carbon/human/update_icons.dm +++ b/code/modules/mob/living/carbon/human/update_icons.dm @@ -766,7 +766,7 @@ var/global/list/damage_icon_parts = list() else new_glasses = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]") - var/datum/sprite_accessory/hair/hair_style = hair_styles_list[head_organ.h_style] + var/datum/sprite_accessory/hair/hair_style = hair_styles_full_list[head_organ.h_style] if(hair_style && hair_style.glasses_over) //Select which layer to use based on the properties of the hair style. Hair styles with hair that don't overhang the arms of the glasses should have glasses_over set to a positive value. overlays_standing[GLASSES_OVER_LAYER] = new_glasses else diff --git a/code/modules/reagents/chemistry/reagents/misc.dm b/code/modules/reagents/chemistry/reagents/misc.dm index 241370668e0..d6882c06ca8 100644 --- a/code/modules/reagents/chemistry/reagents/misc.dm +++ b/code/modules/reagents/chemistry/reagents/misc.dm @@ -314,7 +314,7 @@ if(ishuman(M)) var/mob/living/carbon/human/H = M var/obj/item/organ/external/head/head_organ = H.get_organ("head") - var/datum/sprite_accessory/tmp_hair_style = hair_styles_list["Very Long Hair"] + var/datum/sprite_accessory/tmp_hair_style = hair_styles_full_list["Very Long Hair"] var/datum/sprite_accessory/tmp_facial_hair_style = facial_hair_styles_list["Very Long Beard"] if(head_organ.species.name in tmp_hair_style.species_allowed) //If 'Very Long Hair' is a style the person's species can have, give it to them. diff --git a/code/modules/surgery/organs/organ_icon.dm b/code/modules/surgery/organs/organ_icon.dm index 6c2c9a89c08..f987abc1961 100644 --- a/code/modules/surgery/organs/organ_icon.dm +++ b/code/modules/surgery/organs/organ_icon.dm @@ -148,7 +148,7 @@ var/global/list/limb_icon_cache = list() overlays |= facial_s if(h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR))) - var/datum/sprite_accessory/hair_style = hair_styles_list[h_style] + var/datum/sprite_accessory/hair_style = hair_styles_full_list[h_style] if(hair_style && ((species.name in hair_style.species_allowed) || (src.species.flags & ALL_RPARTS))) var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s") if(species.name == "Slime People") // I am el worstos