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POLARIS: Glowing eyes species var
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@@ -161,6 +161,7 @@
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var/obj/effect/decal/cleanable/blood/tracks/move_trail = /obj/effect/decal/cleanable/blood/tracks/footprints // What marks are left when walking
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var/list/skin_overlays = list()
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var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
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var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
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var/water_movement = 0 // How much faster or slower the species is in water
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var/snow_movement = 0 // How much faster or slower the species is on snow
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@@ -95,6 +95,12 @@
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cost = 0
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var_changes = list("trashcan" = 1)
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/datum/trait/glowing_eyes
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name = "Glowing Eyes"
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desc = "Your eyes show up above darkness. SPOOKY! And kinda edgey too."
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cost = 0
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var_changes = list("has_glowing_eyes" = 1)
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/datum/trait/glowing_body
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name = "Glowing Body"
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desc = "Your body glows about as much as a PDA light! Settable color and toggle in Abilities tab ingame."
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@@ -125,19 +125,20 @@ Please contact me on #coderbus IRC. ~Carn x
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#define BACK_LAYER 17
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#define HAIR_LAYER 18 //TODO: make part of head layer?
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#define EARS_LAYER 19
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#define FACEMASK_LAYER 20
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#define HEAD_LAYER 21
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#define COLLAR_LAYER 22
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#define HANDCUFF_LAYER 23
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#define LEGCUFF_LAYER 24
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#define L_HAND_LAYER 25
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#define R_HAND_LAYER 26
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#define MODIFIER_EFFECTS_LAYER 27
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#define FIRE_LAYER 28 //If you're on fire
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#define WATER_LAYER 29 //If you're submerged in water.
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#define TARGETED_LAYER 30 //BS12: Layer for the target overlay from weapon targeting system
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#define WING_LAYER 31 //VOREStation edit. Simply move this up a number if things are added.
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#define TOTAL_LAYERS 31 //VOREStation edit.
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#define EYES_LAYER 20
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#define FACEMASK_LAYER 21
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#define HEAD_LAYER 22
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#define COLLAR_LAYER 23
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#define HANDCUFF_LAYER 24
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#define LEGCUFF_LAYER 25
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#define L_HAND_LAYER 26
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#define R_HAND_LAYER 27
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#define MODIFIER_EFFECTS_LAYER 28
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#define FIRE_LAYER 29 //If you're on fire
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#define WATER_LAYER 30 //If you're submerged in water.
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#define TARGETED_LAYER 31 //BS12: Layer for the target overlay from weapon targeting system
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#define WING_LAYER 32 //VOREStation edit. Simply move this up a number if things are added.
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#define TOTAL_LAYERS 32 //VOREStation edit.
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -483,6 +484,7 @@ var/global/list/damage_icon_parts = list()
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//Reset our hair
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overlays_standing[HAIR_LAYER] = null
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update_eyes(0) //Pirated out of here, for glowing eyes.
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var/obj/item/organ/external/head/head_organ = get_organ(BP_HEAD)
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if(!head_organ || head_organ.is_stump() )
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@@ -527,9 +529,50 @@ var/global/list/damage_icon_parts = list()
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face_standing += rgb(,,,120)
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overlays_standing[HAIR_LAYER] = image(face_standing)
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if(update_icons) update_icons_layers()
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/mob/living/carbon/human/update_eyes(var/update_icons=1)
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if(QDESTROYING(src))
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return
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//Reset our eyes
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overlays_standing[EYES_LAYER] = null
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//This is ONLY for glowing eyes for now. Boring flat eyes are done by the head's own proc.
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if(!species.has_glowing_eyes)
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if(update_icons) update_icons_layers()
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return
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//Our glowy eyes should be hidden if some equipment hides them.
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if(!should_have_organ(O_EYES) || (head && (head.flags_inv & BLOCKHAIR)) || (wear_mask && (wear_mask.flags_inv & BLOCKHAIR)))
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if(update_icons) update_icons_layers()
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return
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//Get the head, we'll need it later.
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var/obj/item/organ/external/head/head_organ = get_organ(BP_HEAD)
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if(!head_organ || head_organ.is_stump() )
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if(update_icons) update_icons_layers()
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return
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//The eyes store the color themselves, funny enough.
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var/obj/item/organ/internal/eyes/eyes = internal_organs_by_name[O_EYES]
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if(!head_organ.eye_icon)
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if(update_icons) update_icons_layers()
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return
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var/icon/eyes_icon = new/icon(head_organ.eye_icon_location, head_organ.eye_icon)
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if(eyes)
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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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var/image/eyes_image = image(eyes_icon)
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eyes_image.plane = PLANE_LIGHTING_ABOVE
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overlays_standing[EYES_LAYER] = eyes_image
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if(update_icons) update_icons_layers()
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/mob/living/carbon/human/update_mutations(var/update_icons=1)
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if(QDESTROYING(src))
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return
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