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@@ -686,17 +686,24 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_head(var/update_icons=1)
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if(head)
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head.screen_loc = ui_head //TODO
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var/image/standing
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if(istype(head,/obj/item/clothing/head/kitty))
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standing = image("icon" = head:mob)
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else
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if(head.icon_override)
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standing = image("icon" = head.icon_override, "icon_state" = "[head.icon_state]")
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else if(head.sprite_sheets && head.sprite_sheets[species.name])
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standing = image("icon" = head.sprite_sheets[species.name], "icon_state" = "[head.icon_state]")
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else
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standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]")
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//Determine the icon to use
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var/t_icon = INV_HEAD_DEF_ICON
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if(head.icon_override)
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t_icon = head.icon_override
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else if(head.sprite_sheets && head.sprite_sheets[species.name])
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t_icon = head.sprite_sheets[species.name]
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else if(head.item_icons && (icon_head in head.item_icons))
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t_icon = head.item_icons[icon_head]
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//Determine the state to use
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var/t_state = head.icon_state
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if(head.item_state)
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t_state = head.item_state
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//Create the image
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var/image/standing = image(icon = t_icon, icon_state = t_state)
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if(head.blood_DNA)
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var/image/bloodsies = image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
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bloodsies.color = head.blood_color
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@@ -2,6 +2,7 @@
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//Having them here also makes for a nice reference list of the various overlay-updating procs available
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//default item on-mob icons
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#define INV_HEAD_DEF_ICON 'icons/mob/head.dmi'
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#define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi'
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#define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi'
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