/mob/living/carbon/monkey/regenerate_icons() if(!..()) update_body_parts() update_hair() update_inv_wear_mask() update_inv_head() update_inv_back() update_transform() //////// /mob/living/carbon/monkey/update_hair() remove_overlay(HAIR_LAYER) var/obj/item/bodypart/head/HD = get_bodypart(BODY_ZONE_HEAD) if(!HD) //Decapitated return if(has_trait(TRAIT_HUSK)) return var/hair_hidden = 0 if(head) var/obj/item/I = head if(I.flags_inv & HIDEHAIR) hair_hidden = 1 if(wear_mask) var/obj/item/clothing/mask/M = wear_mask if(M.flags_inv & HIDEHAIR) hair_hidden = 1 if(!hair_hidden) if(!getorgan(/obj/item/organ/brain)) //Applies the debrained overlay if there is no brain overlays_standing[HAIR_LAYER] = mutable_appearance('icons/mob/human_face.dmi', "debrained", -HAIR_LAYER) apply_overlay(HAIR_LAYER) /mob/living/carbon/monkey/update_fire() ..("Monkey_burning") /mob/living/carbon/monkey/update_inv_legcuffed() remove_overlay(LEGCUFF_LAYER) if(legcuffed) var/mutable_appearance/legcuff_overlay = mutable_appearance('icons/mob/mob.dmi', "legcuff1", -LEGCUFF_LAYER) legcuff_overlay.pixel_y = 8 overlays_standing[LEGCUFF_LAYER] = legcuff_overlay apply_overlay(LEGCUFF_LAYER) //monkey HUD updates for items in our inventory //update whether our head item appears on our hud. /mob/living/carbon/monkey/update_hud_head(obj/item/I) if(client && hud_used && hud_used.hud_shown) I.screen_loc = ui_monkey_head client.screen += I //update whether our mask item appears on our hud. /mob/living/carbon/monkey/update_hud_wear_mask(obj/item/I) if(client && hud_used && hud_used.hud_shown) I.screen_loc = ui_monkey_mask client.screen += I //update whether our neck item appears on our hud. /mob/living/carbon/monkey/update_hud_neck(obj/item/I) if(client && hud_used && hud_used.hud_shown) I.screen_loc = ui_monkey_neck client.screen += I //update whether our back item appears on our hud. /mob/living/carbon/monkey/update_hud_back(obj/item/I) if(client && hud_used && hud_used.hud_shown) I.screen_loc = ui_monkey_back client.screen += I