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https://github.com/VOREStation/VOREStation.git
synced 2026-08-22 11:38:12 +01:00
Belt layer below suit layer, belts toggleable
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@@ -113,24 +113,25 @@ Please contact me on #coderbus IRC. ~Carn x
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#define ID_LAYER 5
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#define SHOES_LAYER 6
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#define GLOVES_LAYER 7
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#define SUIT_LAYER 8
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#define TAIL_LAYER 9 //bs12 specific. this hack is probably gonna come back to haunt me
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#define GLASSES_LAYER 10
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#define BELT_LAYER 11 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 12
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#define BACK_LAYER 13
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#define HAIR_LAYER 14 //TODO: make part of head layer?
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#define EARS_LAYER 15
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#define FACEMASK_LAYER 16
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#define HEAD_LAYER 17
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#define COLLAR_LAYER 18
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#define HANDCUFF_LAYER 19
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#define LEGCUFF_LAYER 20
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#define L_HAND_LAYER 21
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#define R_HAND_LAYER 22
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#define FIRE_LAYER 23 //If you're on fire
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#define TARGETED_LAYER 24 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 24
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#define BELT_LAYER 8
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#define SUIT_LAYER 9
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#define TAIL_LAYER 10 //bs12 specific. this hack is probably gonna come back to haunt me
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#define GLASSES_LAYER 11
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#define BELT_LAYER_ALT 12
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#define SUIT_STORE_LAYER 13
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#define BACK_LAYER 14
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#define HAIR_LAYER 15 //TODO: make part of head layer?
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#define EARS_LAYER 16
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#define FACEMASK_LAYER 17
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#define HEAD_LAYER 18
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#define COLLAR_LAYER 19
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#define HANDCUFF_LAYER 20
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#define LEGCUFF_LAYER 21
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#define L_HAND_LAYER 22
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#define R_HAND_LAYER 23
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#define FIRE_LAYER 24 //If you're on fire
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#define TARGETED_LAYER 25 //BS12: Layer for the target overlay from weapon targeting system
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#define TOTAL_LAYERS 25
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -718,15 +719,24 @@ var/global/list/damage_icon_parts = list()
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else
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standing.icon = 'icons/mob/belt.dmi'
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if(belt.contents.len && istype(belt, /obj/item/weapon/storage/belt))
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for(var/obj/item/i in belt.contents)
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var/i_state = i.item_state
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if(!i_state) i_state = i.icon_state
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standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
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var/belt_layer = BELT_LAYER
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if(istype(belt, /obj/item/weapon/storage/belt))
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var/obj/item/weapon/storage/belt/ubelt = belt
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if(ubelt.show_above_suit)
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overlays_standing[BELT_LAYER] = null
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belt_layer = BELT_LAYER_ALT
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else
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overlays_standing[BELT_LAYER_ALT] = null
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if(belt.contents.len)
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for(var/obj/item/i in belt.contents)
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var/i_state = i.item_state
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if(!i_state) i_state = i.icon_state
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standing.overlays += image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[i_state]")
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overlays_standing[BELT_LAYER] = standing
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overlays_standing[belt_layer] = standing
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else
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overlays_standing[BELT_LAYER] = null
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overlays_standing[BELT_LAYER_ALT] = null
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if(update_icons) update_icons()
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