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Fixes Global and Fixes Eyes
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@@ -271,7 +271,10 @@
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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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<<<<<<< HEAD
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var/eyes_over_markings = FALSE //VOREStation edit
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=======
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>>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976)
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/obj/item/organ/external/head/Initialize()
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if(config.allow_headgibs)
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@@ -334,7 +337,11 @@
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if(!iscarbon(owner) || !owner.species)
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return
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<<<<<<< HEAD
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var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later.
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=======
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var/icon/eyecon
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>>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976)
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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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@@ -351,6 +358,7 @@
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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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<<<<<<< HEAD
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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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@@ -363,6 +371,17 @@
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mob_icon.Blend(eyes_icon, ICON_OVERLAY)
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icon_cache_key += "[eye_icon]"
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=======
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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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>>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976)
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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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@@ -373,16 +392,23 @@
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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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<<<<<<< HEAD
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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=======
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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode)
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>>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976)
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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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<<<<<<< HEAD
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if(eyes_over_markings && eyecon) //VOREStation edit -- toggle to render eyes above markings.
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add_overlay(eyecon)
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mob_icon.Blend(eyecon, ICON_OVERLAY)
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icon_cache_key += "[eye_icon]"
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=======
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>>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976)
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add_overlay(get_hair_icon())
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return mob_icon
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