diff --git a/code/modules/organs/subtypes/standard.dm b/code/modules/organs/subtypes/standard.dm index a06251f2a9b..6f9e04c5b4b 100644 --- a/code/modules/organs/subtypes/standard.dm +++ b/code/modules/organs/subtypes/standard.dm @@ -271,10 +271,7 @@ var/eye_icon_location = 'icons/mob/human_face.dmi' force = 3 throwforce = 7 -<<<<<<< HEAD var/eyes_over_markings = FALSE //VOREStation edit -======= ->>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976) /obj/item/organ/external/head/Initialize() if(config.allow_headgibs) @@ -337,11 +334,7 @@ if(!iscarbon(owner) || !owner.species) return -<<<<<<< HEAD - var/icon/eyecon //VOREStation Edit -- holds eye icon to render over markings later. -======= var/icon/eyecon ->>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976) //Eye color/icon var/should_have_eyes = owner.should_have_organ(O_EYES) @@ -358,7 +351,6 @@ //They're gone! else eyes_icon.Blend(rgb(128,0,0), ICON_ADD) -<<<<<<< HEAD //We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species) else eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD) @@ -371,17 +363,6 @@ mob_icon.Blend(eyes_icon, ICON_OVERLAY) icon_cache_key += "[eye_icon]" -======= - - //We have weird other-sorts of eyes (as we're not supposed to have eye organ, but we have HAS_EYE_COLOR species) - else - eyes_icon.Blend(rgb(owner.r_eyes, owner.g_eyes, owner.b_eyes), ICON_ADD) - - add_overlay(eyes_icon) - mob_icon.Blend(eyes_icon, ICON_OVERLAY) - icon_cache_key += "[eye_icon]" - ->>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976) //Lip color/icon if(owner.lip_style && (species && (species.appearance_flags & HAS_LIPS))) var/icon/lip_icon = new/icon('icons/mob/human_face.dmi', "lips_[owner.lip_style]_s") @@ -392,23 +373,16 @@ for(var/M in markings) var/datum/sprite_accessory/marking/mark_style = markings[M]["datum"] var/icon/mark_s = new/icon("icon" = mark_style.icon, "icon_state" = "[mark_style.icon_state]-[organ_tag]") -<<<<<<< HEAD - mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) // VOREStation edit -======= mark_s.Blend(markings[M]["color"], mark_style.color_blend_mode) ->>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976) add_overlay(mark_s) //So when it's not on your body, it has icons mob_icon.Blend(mark_s, ICON_OVERLAY) //So when it's on your body, it has icons icon_cache_key += "[M][markings[M]["color"]]" -<<<<<<< HEAD if(eyes_over_markings && eyecon) //VOREStation edit -- toggle to render eyes above markings. add_overlay(eyecon) mob_icon.Blend(eyecon, ICON_OVERLAY) icon_cache_key += "[eye_icon]" -======= ->>>>>>> e4962d9... Fixes Global and Fixes Eyes (#7976) add_overlay(get_hair_icon()) return mob_icon