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https://github.com/VOREStation/VOREStation.git
synced 2026-08-23 20:17:15 +01:00
it probably works but can't read the icon. why??
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@@ -78,21 +78,22 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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#define SUIT_STORE_LAYER 17 //Suit storage-slot item
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#define BACK_LAYER 18 //Back-slot item
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#define HAIR_LAYER 19 //The human's hair
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#define EARS_LAYER 20 //Both ear-slot items (combined image)
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#define EYES_LAYER 21 //Mob's eyes (used for glowing eyes)
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#define FACEMASK_LAYER 22 //Mask-slot item
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#define HEAD_LAYER 23 //Head-slot item
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#define HANDCUFF_LAYER 24 //Handcuffs, if the human is handcuffed, in a secret inv slot
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#define LEGCUFF_LAYER 25 //Same as handcuffs, for legcuffs
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#define L_HAND_LAYER 26 //Left-hand item
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#define R_HAND_LAYER 27 //Right-hand item
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#define WING_LAYER 28 //VOREStation edit. Simply move this up a number if things are added.
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#define TAIL_LAYER_ALT 29 //VOREStation edit. Simply move this up a number if things are added.
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#define MODIFIER_EFFECTS_LAYER 30 //Effects drawn by modifiers
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#define FIRE_LAYER 31 //'Mob on fire' overlay layer
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#define WATER_LAYER 32 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 33 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 33 //VOREStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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#define HAIR_ACCESSORY_LAYER 20 //VOREStation edit. Simply move this up a number if things are added.
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#define EARS_LAYER 21 //Both ear-slot items (combined image)
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#define EYES_LAYER 22 //Mob's eyes (used for glowing eyes)
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#define FACEMASK_LAYER 23 //Mask-slot item
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#define HEAD_LAYER 24 //Head-slot item
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#define HANDCUFF_LAYER 25 //Handcuffs, if the human is handcuffed, in a secret inv slot
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#define LEGCUFF_LAYER 26 //Same as handcuffs, for legcuffs
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#define L_HAND_LAYER 27 //Left-hand item
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#define R_HAND_LAYER 28 //Right-hand item
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#define WING_LAYER 29 //VOREStation edit. Simply move this up a number if things are added.
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#define TAIL_LAYER_ALT 30 //VOREStation edit. Simply move this up a number if things are added.
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#define MODIFIER_EFFECTS_LAYER 31 //Effects drawn by modifiers
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#define FIRE_LAYER 32 //'Mob on fire' overlay layer
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#define WATER_LAYER 33 //'Mob submerged' overlay layer
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#define TARGETED_LAYER 34 //'Aimed at' overlay layer
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#define TOTAL_LAYERS 35 //VOREStation edit. <---- KEEP THIS UPDATED, should always equal the highest number here, used to initialize a list.
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//////////////////////////////////
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/mob/living/carbon/human
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@@ -455,13 +456,34 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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var/icon/ears_s = get_ears_overlay()
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if(ears_s)
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face_standing.Blend(ears_s, ICON_OVERLAY)
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to_chat(src, "getting hair accessory...")
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var/icon/hair_acc_s = get_hair_accessory_overlay()
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var/image/hair_acc_s_image = null
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to_chat(src, "checking for hair_acc_s...")
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if(hair_acc_s)
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face_standing.Blend(hair_acc_s, ICON_OVERLAY)
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to_chat(src, "hair_acc_s found!")
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if(hair_accessory_style.ignores_lighting)
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to_chat(src, "setting image and plane...")
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hair_acc_s_image = image(hair_acc_s)
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hair_acc_s_image.plane = PLANE_LIGHTING_ABOVE
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hair_acc_s_image.appearance_flags = appearance_flags
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if(istype(head_organ,/obj/item/organ/external/head/vr))
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var/obj/item/organ/external/head/vr/head_organ_vr = head_organ
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overlays_standing[HAIR_LAYER] = image(face_standing, layer = BODY_LAYER+HAIR_LAYER, "pixel_y" = head_organ_vr.head_offset)
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apply_layer(HAIR_LAYER)
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to_chat(src, "checking for hair_acc_s <b>in the head organ check</b>...")
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if(hair_acc_s)
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to_chat(src, "hair_acc_s found!")
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to_chat(src, "checking for hair_acc_s_image...")
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if (hair_acc_s_image)
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to_chat(src, "hair_acc_s_image found!")
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overlays_standing[HAIR_ACCESSORY_LAYER] = hair_acc_s_image
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apply_layer(HAIR_ACCESSORY_LAYER)
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return
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to_chat(src, "<span class='danger'>no hair_acc_s_image! wat.")
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overlays_standing[HAIR_ACCESSORY_LAYER] = hair_acc_s
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to_chat(src, "applying hair_acc_s!")
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apply_layer(HAIR_ACCESSORY_LAYER)
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return
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// VOREStation Edit - END
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