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https://github.com/Yawn-Wider/YWPolarisVore.git
synced 2026-08-31 00:49:34 +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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@@ -2036,7 +2036,7 @@
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/datum/sprite_accessory/hair_accessory
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name = "You should not see this..."
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icon = 'icons/mob/vore/hair_accessories.dmi'
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icon = 'icons/mob/vore/hair_accessories_vr.dmi'
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do_colouration = 0 // Set to 1 to blend (ICON_ADD) hair color
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var/ignores_lighting = 0 // Whether or not this hair accessory will ignore lighting and glow in the dark.
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@@ -2046,9 +2046,8 @@
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var/desc = "You should not see this..."
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/datum/sprite_accessory/hair_accessory/verie_hair_glow
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name = "verie's hair glow"
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desc = ""
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icon_state = "verie_hair_glow"
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ignores_lighting = 1
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ckeys_allowed = list("vitoras") // This probably won't come into play EVER but better safe than sorry
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//ckeys_allowed = list("vitoras") // This probably won't come into play EVER but better safe than sorry
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@@ -21,55 +21,29 @@ var/global/list/wing_icon_cache = list()
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return null
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/mob/living/carbon/human/proc/get_hair_accessory_overlay()
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to_chat(src, "starting get_hair_accessory_overlay()...")
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if(hair_accessory_style && !(head && (head.flags_inv & BLOCKHEADHAIR)))
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if(hair_accessory_style.ignores_lighting)
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var/image/hair_acc_s = get_hair_accessory_glow_image()
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hair_acc_s.plane = PLANE_LIGHTING_ABOVE
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return hair_acc_s
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else
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var/icon/hair_acc_s = get_hair_accessory_icon()
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return hair_acc_s
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to_chat(src, "found hair accessory style! and ur head's intact. nice")
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var/icon/hair_acc_s = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.icon_state)
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to_chat(src, "hair_acc_s set!")
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if(hair_accessory_style.do_colouration)
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hair_acc_s.Blend(rgb(src.r_ears, src.g_ears, src.b_ears), hair_accessory_style.color_blend_mode)
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if(hair_accessory_style.extra_overlay)
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var/icon/overlay = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay)
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overlay.Blend(rgb(src.r_ears2, src.g_ears2, src.b_ears2), hair_accessory_style.color_blend_mode)
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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if(hair_accessory_style.extra_overlay2) //MORE COLOURS IS BETTERER
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var/icon/overlay = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay2)
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overlay.Blend(rgb(src.r_ears3, src.g_ears3, src.b_ears3), hair_accessory_style.color_blend_mode)
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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to_chat(src, "<span class='notice'>get_hair_accessory_overlay() completed!</span>")
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return hair_acc_s
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return null
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/mob/living/carbon/human/proc/get_hair_accessory_icon()
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var/icon/hair_acc_s = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.icon_state)
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if(hair_accessory_style.do_colouration)
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hair_acc_s.Blend(rgb(src.r_ears, src.g_ears, src.b_ears), hair_accessory_style.color_blend_mode)
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if(hair_accessory_style.extra_overlay)
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var/icon/overlay = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay)
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overlay.Blend(rgb(src.r_ears2, src.g_ears2, src.b_ears2), hair_accessory_style.color_blend_mode)
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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if(hair_accessory_style.extra_overlay2) //MORE COLOURS IS BETTERER
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var/icon/overlay = new/icon("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay2)
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overlay.Blend(rgb(src.r_ears3, src.g_ears3, src.b_ears3), hair_accessory_style.color_blend_mode)
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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return hair_acc_s
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/mob/living/carbon/human/proc/get_hair_accessory_glow_image()
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var/image/hair_acc_s = new/image("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.icon_state)
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if(hair_accessory_style.do_colouration)
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hair_acc_s.Blend(rgb(src.r_ears, src.g_ears, src.b_ears), hair_accessory_style.color_blend_mode)
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hair_accessory_style.plane = PLANE_LIGHTING_ABOVE
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if(hair_accessory_style.extra_overlay)
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var/image/overlay = new/image("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay)
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overlay.Blend(rgb(src.r_ears2, src.g_ears2, src.b_ears2), hair_accessory_style.color_blend_mode)
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overlay.plane = PLANE_LIGHTING_ABOVE
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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if(hair_accessory_style.extra_overlay2) //MORE COLOURS IS BETTERER
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var/image/overlay = new/image("icon" = hair_accessory_style.icon, "icon_state" = hair_accessory_style.extra_overlay2)
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overlay.Blend(rgb(src.r_ears3, src.g_ears3, src.b_ears3), hair_accessory_style.color_blend_mode)
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overlay.plane = PLANE_LIGHTING_ABOVE
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hair_acc_s.Blend(overlay, ICON_OVERLAY)
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qdel(overlay)
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return hair_acc_s
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/mob/living/carbon/human/proc/get_tail_image()
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//If you are FBP with tail style and didn't set a custom one
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@@ -2258,7 +2258,7 @@ Departamental Swimsuits, for general use
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// If you ain't the robutt, you probably don't have the hair style that the hooded icon states are made for. sorry!
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var/mob/living/carbon/human/H = src.loc
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if (H.ckey != "vitoras")
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to_user(H, "Strange... the hood doesn't go over your head no matter how you try to put it up.")
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to_chat(H, "Strange... the hood doesn't go over your head no matter how you try to put it up.")
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return
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..()
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@@ -1364,8 +1364,9 @@
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POSITRONICS IN A MODEL <b>E</b> CHASSIS.\""
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icon = 'icons/vore/custom_items_vr.dmi'
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icon_state = "verie_brush"
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w_class = ITEMSIZE_TINY
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var/owner = "vitoras"
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var/owner = "ryumi"
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/obj/item/weapon/fluff/verie/attack_self(mob/living/carbon/human/user)
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if (istype(user))
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@@ -1379,8 +1380,10 @@
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user.update_hair()
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user.visible_message("[user] combs her hair. \The [src] leaves behind glowing cyan highlights as it passes through \
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her black strands.", \
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"<span class='notice'>You brush your hair. The teeth react to your nanites and stimulate them into giving off a brillian cyan glow!</span>")
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return
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"<span class='notice'>You brush your hair. \The [src]'s teeth begin to vibrate and glow as they react to your nanites. \
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The teeth stimulate the nanites in your hair strands until your hair give off a brilliant, faintly pulsing \
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cyan glow!</span>")
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else
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to_chat(user, "<span class='warning'>\The [src] isn't compatible with your body as it is now.</span>")
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