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Restore many missing inhand sprites for items, add/port others (#21831)
Many, many, many items have inhand sprites in their .dmis but for whatever reasons do not display them in-game. This PR: 1. Updates many item definitions to point to their already-existing inhands correctly. This consists largely of held tools, but also gas tanks and jetpacks mounted in the suit storage slot. 2. Adds a few codersprites made by me for objects with either missing inhands or poorly matching mishands (IE, the tape recorder, which has a black case, reused the white inhand sprites of the health analyzer). The new sprites are modified or recolored variations of other inhand sprites from our repo, except for circuitboards which are new. <img width="444" height="400" alt="image" src="https://github.com/user-attachments/assets/7f107b9a-fe24-4e31-8f16-4d34768ee117" /> 3. Adds inhand sprites for Inflatables and Inflatable Boxes made by Tomixcomics. <img width="424" height="101" alt="image" src="https://github.com/user-attachments/assets/434107c4-8577-49a2-a58e-d6b014c03933" /> 4. Ports inhand sprites for the Hydraulic Rescue Tool from tg's Jaws of Life. <img width="224" height="94" alt="Screenshot 2026-02-07 172931" src="https://github.com/user-attachments/assets/070c7956-f6a8-4fb5-870f-10c64afcc8b3" /> 5. Some additional cleanup while in the area. The 'analyzer' has been renamed the 'gas analyzer' to be consistent with the other analyzer objects, standardized icon_state naming conventions where I saw oddballs, updated code docs to use DMDocs when in the area, etc. ### Asset Licenses The following assets that **have not** been created by myself are included in this PR: | Path | Original Author | License | | --- | --- | --- | | icons/obj/item/hydraulic_rescue_tool.dmi | [SomeAngryMiner (bee station)](https://github.com/BeeStation/BeeStation-Hornet/pull/2487), [maxymax (/tg/station)](https://github.com/tgstation/tgstation/pull/58616) | CC-BY-SA | | icons/obj/item/inflatables.dmi | [Tomixcomics](https://github.com/tomixcomics) | CC-BY-SA |
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@@ -127,7 +127,7 @@
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if(!underlays.len)
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underlays += image(firstaid_item.icon, firstaid_item.icon_state)
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var/matrix/M = matrix()
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var/image/ha_image = image('icons/obj/item/healthanalyzer.dmi', "health")
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var/image/ha_image = image('icons/obj/item/scanner.dmi', "healthanalyzer")
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M.Translate(5, 0)
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ha_image.transform = M
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underlays += ha_image
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@@ -376,7 +376,7 @@
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to_chat(user, SPAN_NOTICE("You add the health sensor to [src]."))
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name = "first-aid/robot arm/health analyzer assembly"
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var/matrix/M = matrix()
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var/image/ha_image = image('icons/obj/item/healthanalyzer.dmi', "health")
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var/image/ha_image = image('icons/obj/item/scanner.dmi', "health")
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M.Translate(5, 0)
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ha_image.transform = M
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underlays += ha_image
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@@ -271,9 +271,11 @@ There are several things that need to be remembered:
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if(update_icons)
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update_icon()
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//Overlays for the worn overlay so you can overlay while you overlay
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//eg: ammo counters, primed grenade flashing, etc.
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//"icon_file" is used automatically for inhands etc. to make sure it gets the correct inhand file
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/**
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* Overlays for the worn overlay so you can overlay while you overlay
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* eg: ammo counters, primed grenade flashing, etc.
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* "icon_file" is used automatically for inhands etc. to make sure it gets the correct inhand file
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*/
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/obj/item/proc/worn_overlays(icon_file)
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. = list()
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var/mutable_appearance/M = null
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@@ -320,7 +322,7 @@ There are several things that need to be remembered:
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return WORN_GLOVES
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return ""
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//BASE MOB SPRITE
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/// BASE MOB SPRITE
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/mob/living/carbon/human/proc/update_body(var/update_icons=1, var/force_base_icon = FALSE)
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if (QDELETED(src))
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return
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@@ -436,8 +438,10 @@ There are several things that need to be remembered:
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if(update_icons)
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update_icon()
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// This proc generates & returns an icon representing a human's hair, using a cached icon from SSicon_cache if possible.
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// If `hair_is_visible` is FALSE, only facial hair will be drawn.
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/**
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* This proc generates & returns an icon representing a human's hair, using a cached icon from SSicon_cache if possible.
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* If `hair_is_visible` is FALSE, only facial hair will be drawn.
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*/
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/mob/living/carbon/human/proc/generate_hair_icon(hair_is_visible = TRUE)
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var/cache_key = "[f_style ? "[f_style][r_facial][g_facial][b_facial]" : "nofacial"]_[(h_style && hair_is_visible) ? "[h_style][r_hair][g_hair][b_hair]" : "nohair"]_[(g_style && g_style != "None" && hair_is_visible) ? "[g_style][r_grad][g_grad][b_grad]" : "nograd"]"
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@@ -481,7 +485,7 @@ There are several things that need to be remembered:
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return face_standing
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//HAIR OVERLAY
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/// HAIR OVERLAY
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/mob/living/carbon/human/proc/update_hair(var/update_icons=1)
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if (QDELETED(src))
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return
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@@ -560,7 +564,7 @@ There are several things that need to be remembered:
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update_icon()
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/* --------------------------------------- */
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//For legacy support.
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/// For legacy support.
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/mob/living/carbon/human/regenerate_icons()
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..()
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@@ -3,9 +3,11 @@
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//
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/obj/item/robotanalyzer
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name = "cyborg analyzer"
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icon = 'icons/obj/item/robotanalyzer.dmi'
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icon = 'icons/obj/item/scanner.dmi'
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icon_state = "robotanalyzer"
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item_state = "analyzer"
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// Reuses the basic health analyzer inhands.
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item_state = "healthanalyzer"
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contained_sprite = TRUE
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desc = "A hand-held scanner able to diagnose robotic injuries."
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obj_flags = OBJ_FLAG_CONDUCTABLE
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slot_flags = SLOT_BELT
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@@ -135,9 +137,6 @@
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/obj/item/robotanalyzer/augment
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name = "retractable cyborg analyzer"
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desc = "An scanner implanted directly into the hand, popping through the finger. This scanner can diagnose robotic injuries."
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icon = 'icons/obj/item/robotanalyzer.dmi'
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icon_state = "robotanalyzer"
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item_state = "analyzer"
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slot_flags = null
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w_class = WEIGHT_CLASS_HUGE
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