Refactors that mess of a code for alternate worn clothing sprites for digitigrade and taurs.
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@@ -9,56 +9,16 @@
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var/blood_overlay_type = "suit"
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var/togglename = null
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var/suittoggled = FALSE
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mutantrace_variation = STYLE_DIGITIGRADE
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var/adjusted = NORMAL_STYLE
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mutantrace_variation = MUTANTRACE_VARIATION
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var/tauric = FALSE //Citadel Add for tauric hardsuits
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var/taurmode = NOT_TAURIC
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var/dimension_x = 32
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var/dimension_y = 32
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var/center = FALSE //Should we center the sprite?
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/obj/item/clothing/suit/equipped(mob/user, slot)
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..()
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(mutantrace_variation)
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if(DIGITIGRADE in H.dna.species.species_traits)
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adjusted = ALT_STYLE
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H.update_inv_wear_suit()
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else if(adjusted == ALT_STYLE)
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adjusted = NORMAL_STYLE
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if(("taur" in H.dna.species.mutant_bodyparts) && (H.dna.features["taur"] != "None"))
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if(H.dna.features["taur"] in GLOB.noodle_taurs)
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taurmode = SNEK_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else if(H.dna.features["taur"] in GLOB.paw_taurs)
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taurmode = PAW_TAURIC
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if(tauric == TRUE)
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center = TRUE
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dimension_x = 64
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else
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taurmode = NOT_TAURIC
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if(tauric == TRUE)
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center = FALSE
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dimension_x = 32
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H.update_inv_wear_suit()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE)
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. = list()
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/obj/item/clothing/suit/worn_overlays(isinhands = FALSE, icon_file, style_flags = NONE)
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. = ..()
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if(!isinhands)
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if(damaged_clothes)
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. += mutable_appearance('icons/effects/item_damage.dmi', "damaged[blood_overlay_type]")
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if(blood_DNA)
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if(tauric && taurmode >= SNEK_TAURIC)
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. += mutable_appearance('modular_citadel/icons/mob/64x32_effects.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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else
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. += mutable_appearance('icons/effects/blood.dmi', "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/file2use = (style_flags & STYLE_ALL_TAURIC) ? 'modular_citadel/icons/mob/64x32_effects.dmi' : 'icons/effects/blood.dmi'
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. += mutable_appearance(file2use, "[blood_overlay_type]blood", color = blood_DNA_to_color())
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var/mob/living/carbon/human/M = loc
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if(ishuman(M) && M.w_uniform)
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var/obj/item/clothing/under/U = M.w_uniform
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