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A big accessory blend mode overhaul.
-Converted a buttload of markings, ears, and tails to use multiply blend mode instead of add. -Enabled marking type dependent blend mode for markings code (was hard limited to add mode) ears -squirrel -bear -wolf -sergal -otie -cow -jagged -elven -sleek tails -squirrel -kitty up and down(w) -tiger(w) -stripey -bear -wolf -ringtail -dragon -curltail(w) -straight(w) -tigertail(w) -vulptail(w) -otie -jagged -snaketail -sergal markings -vulp set(belly,fullbelly,crest,nose,face,earsface,allhead) -sergal full(f/m) -monoeye -nevrean beaks -shaggy mane -otie set(nose,face,belly,back,fingers,socks) -cow full -corvid set(belly,beak) -jagged set(body,snout,mask) -zorren set(belly,face,muzzle,socks,longsocks) -tesh feathers
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@@ -73,7 +73,7 @@ var/global/list/limb_icon_cache = list()
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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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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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overlays |= 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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@@ -132,7 +132,7 @@ var/global/list/limb_icon_cache = list()
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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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mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit
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overlays |= 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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@@ -10,7 +10,7 @@
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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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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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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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