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Added get_bodytype() species proc as groundwork for subspecies.
Conflicts: code/modules/mob/living/carbon/human/update_icons.dm code/modules/organs/organ_icon.dm
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@@ -55,7 +55,7 @@ var/global/list/limb_icon_cache = list()
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if(owner.f_style)
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var/datum/sprite_accessory/facial_hair_style = facial_hair_styles_list[owner.f_style]
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if(facial_hair_style && facial_hair_style.species_allowed && (owner.species.name in facial_hair_style.species_allowed))
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if(facial_hair_style && facial_hair_style.species_allowed && (owner.species.get_bodytype() in facial_hair_style.species_allowed))
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var/icon/facial_s = new/icon("icon" = facial_hair_style.icon, "icon_state" = "[facial_hair_style.icon_state]_s")
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if(facial_hair_style.do_colouration)
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facial_s.Blend(rgb(owner.r_facial, owner.g_facial, owner.b_facial), ICON_ADD)
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@@ -63,7 +63,7 @@ var/global/list/limb_icon_cache = list()
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if(owner.h_style && !(owner.head && (owner.head.flags & BLOCKHEADHAIR)))
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var/datum/sprite_accessory/hair_style = hair_styles_list[owner.h_style]
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if(hair_style && (owner.species.name in hair_style.species_allowed))
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if(hair_style && (owner.species.get_bodytype() in hair_style.species_allowed))
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var/icon/hair_s = new/icon("icon" = hair_style.icon, "icon_state" = "[hair_style.icon_state]_s")
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if(hair_style.do_colouration)
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hair_s.Blend(rgb(owner.r_hair, owner.g_hair, owner.b_hair), ICON_ADD)
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