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During unit tests, does extra verification on text based overlays (#59553)
This makes it so during unit tests, adding a text based overlay to something will runtime if the icon does not have an icon state matching that text. I would do this during normal compiles as well but getting the icon states from an icon is surprisingly expensive. Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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@@ -66,6 +66,7 @@
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fire_sound = 'sound/items/syringeproj.ogg'
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slot_flags = ITEM_SLOT_BELT
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w_class = WEIGHT_CLASS_SMALL
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gun_flags = NONE
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/obj/item/gun/ballistic/automatic/c20r/toy //This is the syndicate variant with syndicate firing pin and riot darts.
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name = "donksoft SMG"
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@@ -5,7 +5,7 @@
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w_class = WEIGHT_CLASS_BULKY
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inhand_icon_state = null //so the human update icon uses the icon_state instead.
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ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
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modifystate = 1
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modifystate = TRUE
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can_flashlight = TRUE
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ammo_x_offset = 3
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flight_x_offset = 15
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@@ -69,6 +69,7 @@
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lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
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ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap)
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modifystate = FALSE
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w_class = WEIGHT_CLASS_NORMAL
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can_flashlight = FALSE
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ammo_x_offset = 1
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