diff --git a/code/modules/clothing/neck/_neck.dm b/code/modules/clothing/neck/_neck.dm index 2dd7c92f08..4179e69a45 100644 --- a/code/modules/clothing/neck/_neck.dm +++ b/code/modules/clothing/neck/_neck.dm @@ -180,6 +180,7 @@ desc = "It's for pets. Though you probably could wear it yourself, you'd doubtless be the subject of ridicule. It seems to be made out of a polychromic material." icon_state = "petcollar" item_color = "petcollar" + alternate_worn_icon = 'icons/mob/neck.dmi' //Because, as it appears, the item itself is normally not directly aware of its worn overlays, so this is about the easiest way, without adding a new var. hasprimary = TRUE primary_color = "#00BBBB" pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/collar @@ -194,15 +195,15 @@ if(hasprimary | hassecondary | hastertiary) if(!isinhands) //prevents the worn sprites from showing up if you're just holding them if(hasprimary) //checks if overlays are enabled - var/mutable_appearance/primary_worn = mutable_appearance(icon, "[item_color]-primary") //automagical sprite selection + var/mutable_appearance/primary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-primary") //automagical sprite selection primary_worn.color = primary_color //colors the overlay . += primary_worn //adds the overlay onto the buffer list to draw on the mob sprite if(hassecondary) - var/mutable_appearance/secondary_worn = mutable_appearance(icon, "[item_color]-secondary") + var/mutable_appearance/secondary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-secondary") secondary_worn.color = secondary_color . += secondary_worn if(hastertiary) - var/mutable_appearance/tertiary_worn = mutable_appearance(icon, "[item_color]-tertiary") + var/mutable_appearance/tertiary_worn = mutable_appearance(alternate_worn_icon, "[item_color]-tertiary") tertiary_worn.color = tertiary_color . += tertiary_worn