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Fixes Global and Fixes Eyes (#7976)
* Fixes Custom Species Global lists Basically changing it to a GLOB just had it add all the species into one global variable instead of a proper list. * Update global_lists.dm * Fixes Eyes Stuff * Removes extraneous Vorestation Edits * Fixes compile issue
This commit is contained in:
@@ -111,7 +111,7 @@
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'sound/ambience/generic/generic2.ogg',\
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'sound/ambience/generic/generic3.ogg'\
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)
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// 'sound/ambience/generic/generic4.ogg'\ // VOREStation Edit: Comment out entry 4 as this doesn't fit on Virgo, and we have our own weather system.
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// 'sound/ambience/generic/generic4.ogg'\
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// Sounds of PA announcements, presumably involving shuttles?
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#define AMBIENCE_ARRIVALS list(\
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@@ -49,7 +49,7 @@ var/global/list/ear_styles_list = list() // Stores /datum/sprite_accessory/ears
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var/global/list/tail_styles_list = list() // Stores /datum/sprite_accessory/tail indexed by type
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var/global/list/wing_styles_list = list() // Stores /datum/sprite_accessory/wing indexed by type
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GLOBAL_LIST(custom_species_bases)
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GLOBAL_LIST_INIT(custom_species_bases, new) // Species that can be used for a Custom Species icon base
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//Underwear
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var/datum/category_collection/underwear/global_underwear = new()
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@@ -645,7 +645,7 @@ var/global/datum/controller/occupations/job_master
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to_chat(C, "Your chosen spawnpoint ([spawnpos.display_name]) is unavailable for your chosen job. Spawning you at the Arrivals shuttle instead.")
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var/spawning = pick(latejoin)
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.["turf"] = get_turf(spawning)
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.["msg"] = "will arrive at the station shortly" //VOREStation Edit - Grammar but mostly 'shuttle' reference removal, and this also applies to notified spawn-character verb use
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.["msg"] = "will arrive at the station shortly"
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else if(!fail_deadly)
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var/spawning = pick(latejoin)
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.["turf"] = get_turf(spawning)
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@@ -46,7 +46,7 @@
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starts_with = null
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if(!opened) // if closed, any item at the crate's loc is put in the contents
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if(istype(loc, /mob/living)) return //VOREStation Edit - No collecting mob organs if spawned inside mob
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if(istype(loc, /mob/living)) return
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var/obj/item/I
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for(I in loc)
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if(I.density || I.anchored || I == src) continue
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@@ -51,56 +51,6 @@ var/global/list/limb_icon_cache = list()
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var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
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if(eyes) eyes.update_colour()
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/obj/item/organ/external/head/get_icon()
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..()
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//The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item
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cut_overlays()
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//Every 'addon' below requires information from species
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if(!iscarbon(owner) || !owner.species)
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return
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//Eye color/icon
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var/should_have_eyes = owner.should_have_organ(O_EYES)
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var/has_eye_color = owner.species.appearance_flags & HAS_EYE_COLOR
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if((should_have_eyes || has_eye_color) && eye_icon)
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var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
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var/icon/eyes_icon = new/icon(eye_icon_location, eye_icon)
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//Should have eyes
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if(should_have_eyes)
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//And we have them
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if(eyes)
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if(has_eye_color)
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eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
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//They're gone!
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else
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eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
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//We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species)
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else
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eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD)
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add_overlay(eyes_icon)
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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//Lip color/icon
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if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
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var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
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add_overlay(lip_icon)
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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//Head markings
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for(var/M in markings)
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var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
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var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
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mark_s.Blend(markings[M]["color"], ICON_ADD)
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add_overlay(mark_s) //So when it's not on your body, it has icons
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mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
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icon_cache_key += "[M][markings[M]["color"]]"
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add_overlay(get_hair_icon())
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return mob_icon
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/obj/item/organ/external/head/proc/get_hair_icon()
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var/image/res = image('icons/mob/human_face.dmi',"bald_s")
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//Facial hair
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@@ -266,14 +266,12 @@
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encased = "skull"
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base_miss_chance = 40
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var/can_intake_reagents = 1
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var/eye_icons = 'icons/mob/human_face_alt.dmi'
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var/head_offset = 0
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var/eye_icon = "eyes_s"
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var/eye_icon_location = 'icons/mob/human_face.dmi'
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force = 3
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throwforce = 7
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var/eye_icon_location = 'icons/mob/human_face.dmi'
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/obj/item/organ/external/head/Initialize()
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if(config.allow_headgibs)
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cannot_gib = FALSE
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@@ -327,50 +325,57 @@
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/obj/item/organ/external/head/get_icon()
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..()
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overlays.Cut()
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if(!owner || !owner.species)
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//The overlays are not drawn on the mob, they are used for if the head is removed and becomes an item
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cut_overlays()
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//Every 'addon' below requires information from species
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if(!iscarbon(owner) || !owner.species)
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return
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var/icon/eyecon
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//Eye color/icon
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var/should_have_eyes = owner.should_have_organ(O_EYES)
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var/has_eye_color = owner.species.appearance_flags & HAS_EYE_COLOR
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if((should_have_eyes || has_eye_color) && eye_icon)
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var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
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var/icon/eyes_icon = new/icon(eye_icon_location, eye_icon)
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//Should have eyes
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if(should_have_eyes)
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//And we have them
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if(eyes)
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if(has_eye_color)
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eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
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//They're gone!
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else
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eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
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//We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species)
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else
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eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD)
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add_overlay(eyes_icon)
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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icon_cache_key += "[eye_icon]"
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//Lip color/icon
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if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
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var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
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add_overlay(lip_icon)
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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//Head markings
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for(var/M in markings)
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var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"]
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var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]")
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode)
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overlays |= mark_s //So when it's not on your body, it has icons
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add_overlay(mark_s) //So when it's not on your body, it has icons
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mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons
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icon_cache_key += "[M][markings[M]["color"]]"
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if(owner.should_have_organ(O_EYES))//Moved on top of markings.
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var/obj/item/organ/internal/eyes/eyes = owner.internal_organs_by_name[O_EYES]
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if(eye_icon)
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var/icon/eyes_icon = new/icon(eye_icons, eye_icon)
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if(eyes)
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if(owner.species.appearance_flags & HAS_EYE_COLOR)
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eyes_icon.Blend(rgb(eyes.eye_colour[1], eyes.eye_colour[2], eyes.eye_colour[3]), ICON_ADD)
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else
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eyes_icon.Blend(rgb(128,0,0), ICON_ADD)
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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overlays |= eyes_icon
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add_overlay(get_hair_icon())
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if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS)))
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var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s")
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overlays |= lip_icon
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mob_icon.Blend(lip_icon, ICON_OVERLAY)
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if(owner.f_style)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
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if(facial_hair_style && facial_hair_style.species_allowed && (species.get_bodytype(owner) in facial_hair_style.species_allowed))
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
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overlays |= image(facial_s, "pixel_y" = head_offset)
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if(owner.h_style && !(owner.head && (owner.head.flags_inv & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
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if(hair_style && (species.get_bodytype(owner) in hair_style.species_allowed))
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration && islist(h_col) && h_col.len >= 3)
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hair_s.Blend(rgb(h_col[1], h_col[2], h_col[3]), ICON_MULTIPLY)
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overlays |= image(hair_s, "pixel_y" = head_offset)
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return mob_icon
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/obj/item/organ/external/head/skrell
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