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Ports clothing expansion code from worldserver
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@@ -556,8 +556,17 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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if(wear_suit && (wear_suit.flags_inv & HIDEJUMPSUIT) && !istype(wear_suit, /obj/item/clothing/suit/space/rig))
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return //Wearing a suit that prevents uniform rendering
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var/obj/item/clothing/under/under = w_uniform
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var/uniform_sprite
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if(under.index)
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uniform_sprite = "[INV_W_UNIFORM_DEF_ICON]_[under.index].dmi"
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else
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uniform_sprite = "[INV_W_UNIFORM_DEF_ICON].dmi"
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//Build a uniform sprite
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overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_w_uniform_str, default_icon = INV_W_UNIFORM_DEF_ICON, default_layer = UNIFORM_LAYER)
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overlays_standing[UNIFORM_LAYER] = w_uniform.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_w_uniform_str, default_icon = uniform_sprite, default_layer = UNIFORM_LAYER)
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apply_layer(UNIFORM_LAYER)
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/mob/living/carbon/human/update_inv_wear_id()
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@@ -719,14 +728,15 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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if(!wear_suit)
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return //No point, no suit.
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// Part of splitting the suit sprites up
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var/iconFile = INV_SUIT_DEF_ICON
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if(istype(wear_suit, /obj/item/clothing/suit))
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var/obj/item/clothing/suit/S = wear_suit
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if(S.update_icon_define)
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iconFile = S.update_icon_define
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var/obj/item/clothing/suit/suit = wear_suit
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var/suit_sprite
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overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_suit_str, default_icon = iconFile, default_layer = SUIT_LAYER)
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if(suit.index)
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suit_sprite = "[INV_SUIT_DEF_ICON]_[suit.index].dmi"
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else
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suit_sprite = "[INV_SUIT_DEF_ICON].dmi"
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overlays_standing[SUIT_LAYER] = wear_suit.make_worn_icon(body_type = species.get_bodytype(src), slot_name = slot_wear_suit_str, default_icon = suit_sprite, default_layer = SUIT_LAYER)
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apply_layer(SUIT_LAYER)
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