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Eyes Synth Monitor, Switching Eye Layer Verb
Everything works, trust me.
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@@ -61,6 +61,8 @@ var/global/list/limb_icon_cache = list()
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if(!iscarbon(owner) || !owner.species)
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return
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var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later.
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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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@@ -79,8 +81,14 @@ var/global/list/limb_icon_cache = list()
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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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//VOREStation edit -- allow rendering of eyes over markings.
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if(eyes_over_markings)
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eyecon = eyes_icon
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else
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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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@@ -97,6 +105,11 @@ var/global/list/limb_icon_cache = list()
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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(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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add_overlay(get_hair_icon())
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return mob_icon
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@@ -6,6 +6,7 @@
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//CitRP Port
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var/const/cyberbeast_monitor_styles = "blank=cyber_blank;\
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default=cyber_default;\
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eyes=eyes;\
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static=cyber_static;\
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alert=cyber_alert;\
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happy=cyber_happ;\
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@@ -64,7 +65,6 @@ var/const/cyberbeast_monitor_styles = "blank=cyber_blank;\
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icon = 'icons/obj/items_vr.dmi'
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icon_state = "verkdisk"
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// tucker0666 : Frost
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/datum/robolimb/zenghu_frost
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company = "Zeng-Hu (Custom)"
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@@ -269,6 +269,7 @@
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var/eye_icon = "eyes_s"
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force = 3
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throwforce = 7
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var/eyes_over_markings = FALSE //VOREStation edit
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var/eye_icon_location = 'icons/mob/human_face.dmi'
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