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[IDB IGNORE] [MDB IGNORE] Makes the icons/mob folder sane (#69302)
About The Pull Request
Reorganizes the entire icons/mob folder.
Added the following new subfolders:
nonhuman-player (this was initially just called "antag", but then I realized guardians aren't technically antags)
simplemob
silicon
effects (for bloodstains, fire, etc)
simplemob/held-pets (for exactly that -- I wasn't sure if this should go in inhands instead)
species/monkey
Moves the following stuff:
All human parts moved into species, with moth, lizard, monkey, etc parts moved to corresponding subfolders. Previously, there were some moth parts in mob/species/moth, and others just loose in mob. Other species were similar.
icemoon, lavaland, and jungle folders made into subfolders of simplemob
All AI and silicon stuff, as well as Beepsky et al. into the silicon folder, simplemobs into the simplemob folder, aliens into the nonhuman-player folder, etc.
Split up animal_parts.dmi into two bodyparts.dmi which were put in their respective folders (species/alien and species/monkey)
Code changes:
Filepath changes to account for all of this
Adds a check when performing surgery on monkeys and xenos, because we can no longer assume their limbs are in the same file
Turns some hardcoded statues and showcases that were built into maps into objects instead
Things I'd like to do in the future but cant be assed right now:
Remove primarily-antag sprites from simplemob/mob.dmi (Revenant, Morph, etc.) and put them in the nonhuman-player folder
Split up mutant_bodyparts.dmi into different files for Tizirans, Felinids, monkeys, etc and put them in their own folders. Those may have once been meant primarily for mutated humans but that's now how they're being used right now.
This commit is contained in:
@@ -4,7 +4,7 @@
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density = TRUE
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anchored = FALSE
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name = "\improper AI core"
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icon = 'icons/mob/ai.dmi'
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icon = 'icons/mob/silicon/ai.dmi'
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icon_state = "0"
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desc = "The framework for an artificial intelligence core."
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max_integrity = 500
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@@ -8,7 +8,7 @@
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/obj/structure/alien
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icon = 'icons/mob/alien.dmi'
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icon = 'icons/mob/nonhuman-player/alien.dmi'
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max_integrity = 100
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/obj/structure/alien/run_atom_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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@@ -14,7 +14,7 @@
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buildstacktype = null
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flags_1 = NODECONSTRUCT_1
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bolts = FALSE
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var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/alien.dmi', "nestoverlay", LYING_MOB_LAYER)
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var/static/mutable_appearance/nest_overlay = mutable_appearance('icons/mob/nonhuman-player/alien.dmi', "nestoverlay", LYING_MOB_LAYER)
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/obj/structure/bed/nest/user_unbuckle_mob(mob/living/buckled_mob, mob/living/user)
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if(has_buckled_mobs())
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@@ -1,7 +1,7 @@
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/obj/structure/hivebot_beacon
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name = "beacon"
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desc = "Some odd beacon thing."
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icon = 'icons/mob/hivebot.dmi'
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icon = 'icons/mob/simple/hivebot.dmi'
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icon_state = "def_radar-off"
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anchored = TRUE
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density = TRUE
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@@ -12,7 +12,7 @@ GLOBAL_LIST_INIT(ore_probability, list(
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/obj/structure/spawner/ice_moon
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name = "cave entrance"
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desc = "A hole in the ground, filled with monsters ready to defend it."
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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icon_state = "hole"
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faction = list("mining")
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max_mobs = 3
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@@ -108,7 +108,7 @@ GLOBAL_LIST_INIT(ore_probability, list(
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name = "collapsing demonic portal"
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desc = "It's slowly fading!"
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layer = TABLE_LAYER
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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icon_state = "nether"
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anchored = TRUE
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density = TRUE
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@@ -3,7 +3,7 @@
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name = "necropolis tendril"
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desc = "A vile tendril of corruption, originating deep underground. Terrible monsters are pouring out of it."
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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icon_state = "tendril"
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faction = list("mining")
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@@ -75,7 +75,7 @@ GLOBAL_LIST_INIT(tendrils, list())
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name = "collapsing necropolis tendril"
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desc = "Get your loot and get clear!"
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layer = TABLE_LAYER
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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icon_state = "tendril"
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anchored = TRUE
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density = TRUE
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@@ -52,7 +52,7 @@
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/obj/structure/showcase/cyborg/old
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name = "Cyborg Statue"
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desc = "An old, deactivated cyborg. Whilst once actively used to guard against intruders, it now simply intimidates them with its cold, steely gaze."
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icon = 'icons/mob/robots.dmi'
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icon = 'icons/mob/silicon/robots.dmi'
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icon_state = "robot_old"
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density = FALSE
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@@ -102,7 +102,24 @@
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/wizard
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name = "wizard of yendor showcase"
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desc = "A historical figure of great importance to the wizard federation. He spent his long life learning magic, stealing artifacts, and harassing idiots with swords. May he rest forever, Rodney."
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icon = 'icons/mob/simple/mob.dmi'
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icon_state = "nim"
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/obj/structure/showcase/machinery/rng
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name = "byond random number generator"
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desc = "A strange machine supposedly from another world. The Wizard Federation has been meddling with it for years."
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icon = 'icons/obj/machines/telecomms.dmi'
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icon_state = "processor"
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/obj/structure/showcase/katana
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name = "seppuku katana"
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density = 0
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desc = "Welp, only one way to recover your honour."
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icon = 'icons/obj/weapons/items_and_weapons.dmi'
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icon_state = "katana"
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//Deconstructing
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//Showcases can be any sprite, so it makes sense that they can't be constructed.
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@@ -1,6 +1,6 @@
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/obj/structure/spawner
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name = "monster nest"
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icon = 'icons/mob/animal.dmi'
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icon = 'icons/mob/simple/animal.dmi'
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icon_state = "hole"
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max_integrity = 100
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@@ -37,7 +37,7 @@
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name = "bone pit"
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desc = "A pit full of bones, and some still seem to be moving..."
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icon_state = "hole"
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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max_integrity = 150
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max_mobs = 15
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spawn_time = 150
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@@ -63,7 +63,7 @@
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icon_state = "hole"
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max_integrity = 200
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max_mobs = 3
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icon = 'icons/mob/nest.dmi'
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icon = 'icons/mob/simple/lavaland/nest.dmi'
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spawn_text = "crawls out of"
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mob_types = list(/mob/living/simple_animal/hostile/asteroid/goldgrub, /mob/living/simple_animal/hostile/asteroid/goliath, /mob/living/simple_animal/hostile/asteroid/hivelord, /mob/living/simple_animal/hostile/asteroid/basilisk, /mob/living/simple_animal/hostile/asteroid/fugu)
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faction = list("mining")
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