[MIRROR] moves gun related icons to guns folder (#3568)

* moves gun related icons to guns folder (#57077)

moves ammo icons, projectile icons and hitscan effect icons to guns folder
renames projectile.dmi to ballistic.dmi so its less confusing
moves rcd ammo from ammo.dmi to tools.dmi with the rcd

* moves gun related icons to guns folder

Co-authored-by: Fikou <piotrbryla@onet.pl>
This commit is contained in:
SkyratBot
2021-02-22 02:07:33 +00:00
committed by GitHub
co-authored by Fikou
parent c1f98fd28c
commit b8c2f72733
43 changed files with 42 additions and 43 deletions
+1 -1
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@@ -805,7 +805,7 @@
if(iscultist(user))
var/static/list/spells = list(
"Bloody Halberd (150)" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "occultpoleaxe0"),
"Blood Bolt Barrage (300)" = image(icon = 'icons/obj/guns/projectile.dmi', icon_state = "arcane_barrage"),
"Blood Bolt Barrage (300)" = image(icon = 'icons/obj/guns/ballistic.dmi', icon_state = "arcane_barrage"),
"Blood Beam (500)" = image(icon = 'icons/obj/items_and_weapons.dmi', icon_state = "disintegrate")
)
var/choice = show_radial_menu(user, src, spells, custom_check = CALLBACK(src, .proc/check_menu, user), require_near = TRUE)
@@ -162,7 +162,7 @@
/obj/item/scrying
name = "scrying orb"
desc = "An incandescent orb of otherworldly energy, merely holding it gives you vision and hearing beyond mortal means, and staring into it lets you see the entire universe."
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state ="bluespace"
throw_speed = 3
throw_range = 7
+1 -1
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@@ -221,7 +221,7 @@
/obj/effect/beam/i_beam
name = "infrared beam"
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "ibeam"
anchored = TRUE
density = FALSE
+1 -1
View File
@@ -1183,7 +1183,7 @@ GLOBAL_LIST_INIT(hallucination_list, list(
halitem.plane = ABOVE_HUD_PLANE
switch(rand(1,6))
if(1) //revolver
halitem.icon = 'icons/obj/guns/projectile.dmi'
halitem.icon = 'icons/obj/guns/ballistic.dmi'
halitem.icon_state = "revolver"
halitem.name = "Revolver"
if(2) //c4
@@ -56,7 +56,7 @@
/obj/effect/temp_visual/leaper_projectile_impact
name = "leaper bubble"
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "leaper_bubble_pop"
layer = ABOVE_ALL_MOB_LAYER
duration = 3
@@ -74,7 +74,7 @@
/obj/structure/leaper_bubble
name = "leaper bubble"
desc = "A floating bubble containing leaper venom. The contents are under a surprising amount of pressure."
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "leaper"
max_integrity = 10
density = FALSE
@@ -67,4 +67,4 @@
item_flags = DROPDEL
flags_1 = NONE
icon_state = "tentacle_end"
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
@@ -77,14 +77,14 @@
/datum/action/innate/megafauna_attack/shotgun
name = "Shotgun Fire"
icon_icon = 'icons/obj/guns/projectile.dmi'
icon_icon = 'icons/obj/guns/ballistic.dmi'
button_icon_state = "shotgun"
chosen_message = "<span class='colossus'>You are now firing shotgun shots where you aim.</span>"
chosen_attack_num = 3
/datum/action/innate/megafauna_attack/alternating_cardinals
name = "Alternating Shots"
icon_icon = 'icons/obj/guns/projectile.dmi'
icon_icon = 'icons/obj/guns/ballistic.dmi'
button_icon_state = "pistol"
chosen_message = "<span class='colossus'>You are now firing in alternating cardinal directions.</span>"
chosen_attack_num = 4
@@ -75,7 +75,7 @@ Difficulty: Extremely Hard
/datum/action/innate/megafauna_attack/ice_shotgun
name = "Fire Ice Shotgun"
icon_icon = 'icons/obj/guns/projectile.dmi'
icon_icon = 'icons/obj/guns/ballistic.dmi'
button_icon_state = "shotgun"
chosen_message = "<span class='colossus'>You are now firing shotgun ice blasts.</span>"
chosen_attack_num = 3
@@ -1,7 +1,7 @@
/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon = 'icons/obj/guns/ammo.dmi'
icon_state = "s-casing"
worn_icon_state = "bullet"
flags_1 = CONDUCT_1
@@ -2,7 +2,7 @@
/obj/item/ammo_box
name = "ammo box (null_reference_exception)"
desc = "A box of ammo."
icon = 'icons/obj/ammo.dmi'
icon = 'icons/obj/guns/ammo.dmi'
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
inhand_icon_state = "syringe_kit"
+1 -1
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@@ -5,7 +5,7 @@
/obj/item/gun
name = "gun"
desc = "It's a gun. It's pretty terrible, though."
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "detective"
inhand_icon_state = "gun"
worn_icon_state = "gun"
+1 -1
View File
@@ -638,7 +638,7 @@ GLOBAL_LIST_INIT(gun_saw_types, typecacheof(list(
/obj/item/suppressor
name = "suppressor"
desc = "A syndicate small-arms suppressor for maximum espionage."
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "suppressor"
w_class = WEIGHT_CLASS_TINY
@@ -75,7 +75,7 @@
/obj/item/gun/energy/laser/scatter/shotty
name = "energy shotgun"
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "cshotgun"
inhand_icon_state = "shotgun"
desc = "A combat shotgun gutted and refitted with an internal laser system. Can switch between taser and scattered disabler shots."
@@ -291,7 +291,7 @@
name = "cyborg lmg"
desc = "An LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
icon_state = "l6_cyborg"
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
cell_type = "/obj/item/stock_parts/cell/secborg"
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
can_charge = FALSE
+1 -1
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@@ -2,7 +2,7 @@
/obj/item/gun/ballistic/bow
name = "longbow"
desc = "While pretty finely crafted, surely you can find something better to use in the current year."
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "bow"
inhand_icon_state = "bow"
load_sound = null
@@ -1,7 +1,7 @@
/obj/item/gun/grenadelauncher
name = "grenade launcher"
desc = "A terrible, terrible thing. It's really awful!"
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "riotgun"
inhand_icon_state = "riotgun"
w_class = WEIGHT_CLASS_BULKY
+3 -3
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@@ -4,7 +4,7 @@
/obj/projectile
name = "projectile"
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "bullet"
density = FALSE
anchored = TRUE
@@ -716,7 +716,7 @@
transform = matrix
if(trajectory)
trajectory.set_angle(new_angle)
var/list/coordinates = trajectory.return_coordinates()
trajectory.set_location(coordinates[1], coordinates[2], coordinates[3]) // Sets the trajectory to the center of the tile it bounced at
@@ -726,7 +726,7 @@
point_cache.initialize_location(coordinates[1], coordinates[2], coordinates[3]) // Take the center of the hitscan collision tile
store_hitscan_collision(point_cache)
return TRUE
/obj/projectile/forceMove(atom/target)
@@ -23,7 +23,7 @@
/obj/projectile/hallucination/fire()
..()
fake_icon = image('icons/obj/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
fake_icon = image('icons/obj/guns/projectiles.dmi', src, hal_icon_state, ABOVE_MOB_LAYER)
if(hal_target.client)
hal_target.client.images += fake_icon
@@ -90,7 +90,7 @@
/obj/item/broken_missile
name = "\improper broken missile"
desc = "A missile that did not detonate. The tail has snapped and it is in no way fit to be used again."
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "missile_broken"
w_class = WEIGHT_CLASS_TINY
@@ -305,7 +305,7 @@
/obj/item/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagents in a given area."
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "chemsprayer"
inhand_icon_state = "chemsprayer"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
+1 -1
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@@ -75,7 +75,7 @@
/obj/item/phylactery
name = "phylactery"
desc = "Stores souls. Revives liches. Also repels mosquitos."
icon = 'icons/obj/projectiles.dmi'
icon = 'icons/obj/guns/projectiles.dmi'
icon_state = "bluespace"
color = COLOR_VERY_DARK_LIME_GREEN
light_system = MOVABLE_LIGHT
@@ -65,7 +65,7 @@
var/update_projectile = FALSE //So you want to admin abuse magic bullets ? This is for you
//Below only apply if update_projectile is true
var/proj_icon = 'icons/obj/projectiles.dmi'
var/proj_icon = 'icons/obj/guns/projectiles.dmi'
var/proj_icon_state = "spell"
var/proj_name = "a spell projectile"
var/proj_trail = FALSE //if it leaves a trail
@@ -259,7 +259,7 @@
/obj/item/mecha_parts/mecha_equipment/medical/syringe_gun
name = "exosuit syringe gun"
desc = "Equipment for medical exosuits. A chem synthesizer with syringe gun. Reagents inside are held in stasis, so no reactions will occur."
icon = 'icons/obj/guns/projectile.dmi'
icon = 'icons/obj/guns/ballistic.dmi'
icon_state = "syringegun"
range = MECHA_MELEE|MECHA_RANGED
equip_cooldown = 10
@@ -34,7 +34,7 @@
AI.apply_damage(150, BURN) //Give the AI a bit of damage from the "shock" of being suddenly shut down
INVOKE_ASYNC(AI, /mob/living/silicon.proc/death) //The damage is not enough to kill the AI, but to be 'corrupted files' in need of repair.
AI.forceMove(src) //Put the dead AI inside the wreckage for recovery
add_overlay(mutable_appearance('icons/obj/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
add_overlay(mutable_appearance('icons/obj/guns/projectiles.dmi', "green_laser")) //Overlay for the recovery beacon
AI.controlled_mech = null
AI.remote_control = null