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U_I Phase 2.1: Fix missing tails, now double tails
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@@ -123,6 +123,7 @@
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hud_list[IMPTRACK_HUD] = gen_hud_image(ingame_hud, src, "hudblank", plane = PLANE_CH_IMPTRACK)
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hud_list[SPECIALROLE_HUD] = gen_hud_image(ingame_hud, src, "hudblank", plane = PLANE_CH_SPECIAL)
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hud_list[STATUS_HUD_OOC] = gen_hud_image(ingame_hud, src, "hudhealthy", plane = PLANE_CH_STATUS_OOC)
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add_overlay(hud_list)
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/mob/living/carbon/human/recalculate_vis()
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if(!vis_enabled || !plane_holder)
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@@ -775,13 +775,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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return
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remove_layer(TAIL_LAYER)
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var/species_tail = species.get_tail(src)
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//This one is actually not that bad I guess.
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if(species_tail && !(wear_suit && wear_suit.flags_inv & HIDETAIL))
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var/icon/tail_s = get_tail_icon()
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overlays_standing[TAIL_LAYER] = image(tail_s, icon_state = "[species_tail]_s")
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overlays_standing[TAIL_LAYER] = image(icon = tail_s, icon_state = "[species_tail]_s", layer = BODY_LAYER+TAIL_LAYER)
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animate_tail_reset()
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apply_layer(TAIL_LAYER)
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@@ -808,12 +807,16 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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/mob/living/carbon/human/proc/set_tail_state(var/t_state)
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var/image/tail_overlay = overlays_standing[TAIL_LAYER]
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remove_layer(TAIL_LAYER)
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if(tail_overlay && species.get_tail_animation(src))
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tail_overlay.icon_state = t_state
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apply_layer(TAIL_LAYER)
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return tail_overlay
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return null
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if(tail_overlay)
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overlays_standing[TAIL_LAYER] = tail_overlay
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if(species.get_tail_animation(src))
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tail_overlay.icon_state = t_state
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. = tail_overlay
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apply_layer(TAIL_LAYER)
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//Not really once, since BYOND can't do that.
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//Update this if the ability to flick() images or make looping animation start at the first frame is ever added.
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@@ -827,7 +830,9 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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var/image/tail_overlay = overlays_standing[TAIL_LAYER]
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if(tail_overlay && tail_overlay.icon_state == t_state)
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return //let the existing animation finish
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remove_layer(TAIL_LAYER)
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tail_overlay = set_tail_state(t_state)
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if(tail_overlay)
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spawn(20)
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