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Added icon_override var to obj/item. When worn, items with icon_override set will use this DMI instead of the hardcoded clothing DMI to determine on-mob sprite.
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@@ -38,6 +38,7 @@
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var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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var/icon_override = null //Used to override hardcoded clothing dmis in human clothing proc.
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/obj/item/device
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icon = 'icons/obj/device.dmi'
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@@ -467,7 +467,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(!t_color) t_color = icon_state
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var/image/standing = image("icon_state" = "[t_color]_s")
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standing.icon = 'icons/mob/uniform.dmi'
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standing.icon = ((w_uniform.icon_override) ? w_uniform.icon_override : 'icons/mob/uniform.dmi')
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if(w_uniform.blood_DNA)
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
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@@ -508,7 +508,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(gloves)
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var/t_state = gloves.item_state
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if(!t_state) t_state = gloves.icon_state
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var/image/standing = image("icon" = 'icons/mob/hands.dmi', "icon_state" = "[t_state]")
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var/image/standing = image("icon" = ((gloves.icon_override) ? gloves.icon_override : 'icons/mob/hands.dmi'), "icon_state" = "[t_state]")
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if(gloves.blood_DNA)
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "bloodyhands")
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gloves.screen_loc = ui_gloves
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@@ -523,7 +523,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_glasses(var/update_icons=1)
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if(glasses)
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overlays_standing[GLASSES_LAYER] = image("icon" = 'icons/mob/eyes.dmi', "icon_state" = "[glasses.icon_state]")
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overlays_standing[GLASSES_LAYER] = image("icon" = ((glasses.icon_override) ? glasses.icon_override : 'icons/mob/eyes.dmi'), "icon_state" = "[glasses.icon_state]")
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else
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overlays_standing[GLASSES_LAYER] = null
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if(update_icons) update_icons()
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@@ -531,16 +531,16 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_ears(var/update_icons=1)
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if(l_ear || r_ear)
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if(l_ear)
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overlays_standing[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[l_ear.icon_state]")
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overlays_standing[EARS_LAYER] = image("icon" = ((l_ear.icon_override) ? l_ear.icon_override : 'icons/mob/ears.dmi'), "icon_state" = "[l_ear.icon_state]")
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if(r_ear)
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overlays_standing[EARS_LAYER] = image("icon" = 'icons/mob/ears.dmi', "icon_state" = "[r_ear.icon_state]")
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overlays_standing[EARS_LAYER] = image("icon" = ((r_ear.icon_override) ? r_ear.icon_override : 'icons/mob/ears.dmi'), "icon_state" = "[r_ear.icon_state]")
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else
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overlays_standing[EARS_LAYER] = null
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if(update_icons) update_icons()
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/mob/living/carbon/human/update_inv_shoes(var/update_icons=1)
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if(shoes)
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var/image/standing = image("icon" = 'icons/mob/feet.dmi', "icon_state" = "[shoes.icon_state]")
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var/image/standing = image("icon" = ((shoes.icon_override) ? shoes.icon_override : 'icons/mob/feet.dmi'), "icon_state" = "[shoes.icon_state]")
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if(shoes.blood_DNA)
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "shoeblood")
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overlays_standing[SHOES_LAYER] = standing
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@@ -566,7 +566,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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if(istype(head,/obj/item/clothing/head/kitty))
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standing = image("icon" = head:mob)
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else
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standing = image("icon" = 'icons/mob/head.dmi', "icon_state" = "[head.icon_state]")
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standing = image("icon" = ((head.icon_override) ? head.icon_override : 'icons/mob/head.dmi'), "icon_state" = "[head.icon_state]")
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if(head.blood_DNA)
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "helmetblood")
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overlays_standing[HEAD_LAYER] = standing
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@@ -579,7 +579,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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belt.screen_loc = ui_belt //TODO
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var/t_state = belt.item_state
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if(!t_state) t_state = belt.icon_state
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overlays_standing[BELT_LAYER] = image("icon" = 'icons/mob/belt.dmi', "icon_state" = "[t_state]")
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overlays_standing[BELT_LAYER] = image("icon" = ((belt.icon_override) ? belt.icon_override : 'icons/mob/belt.dmi'), "icon_state" = "[t_state]")
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else
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overlays_standing[BELT_LAYER] = null
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if(update_icons) update_icons()
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@@ -588,7 +588,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_wear_suit(var/update_icons=1)
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if( wear_suit && istype(wear_suit, /obj/item/clothing/suit) ) //TODO check this
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wear_suit.screen_loc = ui_oclothing //TODO
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var/image/standing = image("icon" = 'icons/mob/suit.dmi', "icon_state" = "[wear_suit.icon_state]")
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var/image/standing = image("icon" = ((wear_suit.icon_override) ? wear_suit.icon_override : 'icons/mob/suit.dmi'), "icon_state" = "[wear_suit.icon_state]")
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if( istype(wear_suit, /obj/item/clothing/suit/straight_jacket) )
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drop_from_inventory(handcuffed)
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@@ -619,7 +619,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_wear_mask(var/update_icons=1)
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if( wear_mask && ( istype(wear_mask, /obj/item/clothing/mask) || istype(wear_mask, /obj/item/clothing/tie) ) )
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wear_mask.screen_loc = ui_mask //TODO
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var/image/standing = image("icon" = 'icons/mob/mask.dmi', "icon_state" = "[wear_mask.icon_state]")
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var/image/standing = image("icon" = ((wear_mask.icon_override) ? wear_mask.icon_override : 'icons/mob/mask.dmi'), "icon_state" = "[wear_mask.icon_state]")
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if( !istype(wear_mask, /obj/item/clothing/mask/cigarette) && wear_mask.blood_DNA )
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "maskblood")
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overlays_standing[FACEMASK_LAYER] = standing
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@@ -631,7 +631,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_back(var/update_icons=1)
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if(back)
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back.screen_loc = ui_back //TODO
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overlays_standing[BACK_LAYER] = image("icon" = 'icons/mob/back.dmi', "icon_state" = "[back.icon_state]")
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overlays_standing[BACK_LAYER] = image("icon" = ((back.icon_override) ? back.icon_override : 'icons/mob/back.dmi'), "icon_state" = "[back.icon_state]")
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else
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overlays_standing[BACK_LAYER] = null
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if(update_icons) update_icons()
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