> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-tattoo/head.md).

# Face, neck and head

Face, neck and head tattoos in CAS Advanced Tattoo System for RedM, and the two short additions for vorp\_character and rsg-character.

## Spots

Forehead, temples, under the eyes, cheeks, chin, the sides of the face, the sides of the neck, the throat, the nape, the back and the sides of the head, and the big pieces that wrap: the whole head (over the skull, from ear to ear, never over the face), a band around the head at the brow line (a crown of thorns, barbed wire, rope) and one around the neck (rope, chain, barbed wire, thorns).

For head work the customer sits up straight and the camera comes close. Hats, masks, glasses and neckwear come off with the rest when the customer sits down.

A head holds four tattoos at most (`Config.MaxTattoos.head`), laid in `Config.HeadInkPasses` times: the face texture also carries the creator's own layers.

## The character creator

The game keeps one texture per body part, and the face texture belongs to the character creator: it builds it from the character's skin with the brows, stubble, scars and make-up. So the face and neck tattoos go on while the creator builds that texture, and cas-tattoo asks it to build it again when a head tattoo changes.

* **CAS Character Creator** (cas-charcreator) does this by itself.
* **vorp\_character**: two additions to `client/client.lua`. In `StartOverlay()`, right after the `for` loop that adds the overlay layers (before the `repeat Wait(0) until ...` line):

  ```lua
  if GetResourceState("cas-tattoo") == "started" then exports["cas-tattoo"]:AddHeadLayers(textureId) end
  ```

  and at the end of the file:

  ```lua
  AddEventHandler("cas-tattoo:client:headChanged", function()
      if CachedSkin and next(CachedSkin) then CreateThread(StartOverlay) end
  end)
  ```
* **rsg-character**: the same two additions to `client/functions.lua`. In `ApplyOverlays(ped)`, after the loop that adds the overlay layers (before it waits for `IsTextureValid`):

  ```lua
  if GetResourceState("cas-tattoo") == "started" then exports["cas-tattoo"]:AddHeadLayers(textureId) end
  ```

  and at the end of the file:

  ```lua
  AddEventHandler("cas-tattoo:client:headChanged", function() ApplyOverlays(PlayerPedId()) end)
  ```

Without them the head tattoos are sold and kept, but they do not show (the client console says so once). Set `Config.HeadTattoos = false` to take the face, neck and head spots out of the book.
