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https://github.com/ParadiseSS13/Paradise.git
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part1
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@@ -694,6 +694,8 @@
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return get_id_name("Unknown") //Likewise for hats
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var/face_name = get_face_name()
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var/id_name = get_id_name("")
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if(name_override)
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return name_override
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if(id_name && (id_name != face_name))
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return "[face_name] (as [id_name])"
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return face_name
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@@ -80,6 +80,8 @@
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var/hand_blood_color
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var/name_override //For temporary visible name changes
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var/xylophone = 0 //For the spoooooooky xylophone cooldown
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var/mob/remoteview_target = null
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@@ -104,41 +104,6 @@ If you have any questions/constructive-comments/bugs-to-report/or have a massivl
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Please contact me on #coderbus IRC. ~Carn x
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*/
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//Human Overlays Indexes/////////
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#define MUTANTRACE_LAYER 1
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#define TAIL_UNDERLIMBS_LAYER 2
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#define LIMBS_LAYER 3
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#define MARKINGS_LAYER 4
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#define UNDERWEAR_LAYER 5
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#define MUTATIONS_LAYER 6
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#define DAMAGE_LAYER 7
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#define UNIFORM_LAYER 8
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#define ID_LAYER 9
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#define SHOES_LAYER 10
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#define GLOVES_LAYER 11
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#define EARS_LAYER 12
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#define SUIT_LAYER 13
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#define GLASSES_LAYER 14
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#define BELT_LAYER 15 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 16
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#define BACK_LAYER 17
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#define TAIL_LAYER 18 //bs12 specific. this hack is probably gonna come back to haunt me
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#define HAIR_LAYER 19 //TODO: make part of head layer?
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#define HEAD_ACCESSORY_LAYER 20
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#define FHAIR_LAYER 21
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#define FACEMASK_LAYER 22
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#define HEAD_LAYER 23
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#define COLLAR_LAYER 24
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#define HANDCUFF_LAYER 25
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#define LEGCUFF_LAYER 26
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#define L_HAND_LAYER 27
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#define R_HAND_LAYER 28
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#define TARGETED_LAYER 29 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 30 //If you're on fire
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#define TOTAL_LAYERS 30
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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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@@ -1237,34 +1202,11 @@ var/global/list/damage_icon_parts = list()
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O.sync_colour_to_human(src)
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update_body(0)
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//Human Overlays Indexes/////////
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#undef MUTANTRACE_LAYER
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#undef TAIL_UNDERLIMBS_LAYER
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#undef LIMBS_LAYER
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#undef MARKINGS_LAYER
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#undef MUTATIONS_LAYER
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#undef DAMAGE_LAYER
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#undef UNIFORM_LAYER
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#undef ID_LAYER
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#undef SHOES_LAYER
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#undef GLOVES_LAYER
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#undef EARS_LAYER
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#undef SUIT_LAYER
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#undef GLASSES_LAYER
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#undef FACEMASK_LAYER
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#undef BELT_LAYER
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#undef SUIT_STORE_LAYER
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#undef BACK_LAYER
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#undef TAIL_LAYER
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#undef HAIR_LAYER
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#undef HEAD_LAYER
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#undef HEAD_ACCESSORY_LAYER
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#undef FHAIR_LAYER
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#undef COLLAR_LAYER
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#undef HANDCUFF_LAYER
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#undef LEGCUFF_LAYER
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#undef L_HAND_LAYER
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#undef R_HAND_LAYER
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#undef TARGETED_LAYER
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#undef FIRE_LAYER
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#undef TOTAL_LAYERS
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/mob/living/carbon/human/proc/get_overlays_copy(list/unwantedLayers)
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var/list/out = new
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for(var/i=1;i<=TOTAL_LAYERS;i++)
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if(overlays_standing[i])
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if(i in unwantedLayers)
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continue
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out += overlays_standing[i]
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return out
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