This means they're included into the rsc and sent out althogh almost all of these files were already included elsewhere. Also DM will yell if the file couldn't be found for whatever reason like if someone moves or renames it.
I left out some file types for various reasons
dmis used in overlays: I have another pr I'll do later which will fix all of them and I don't want to conflict with myself
text files: they would get included in the rsc, which is completely unnecessary. However they're small, so they might be worth including anyway
* ZAP!
* YOU DID NOT SEE THAT
* YOU DI NOT SEE THAT 2
* object orientated pr
* gdi
* protection
* object orientated pr v2
* REEEE
* blacklists
* Update magicarp.dm
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Adds new Halloween content
* Removes the delay
* Replaces archaic code
* Atomizes by removing unrelated tweaks
* Conflicts I
* Conflicts III, I think
* Unticks "halloween.dm"
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
R&D lathe cost slightly upped
Added new "chaos" mode which randomly tosses shit around ("""randomly""")
NEW INHAND SPRITES ARE IN
FIXED THE BUG THAT LEAD TO INFINITE RECURSION AND CRASHED MC
Blood drips icons are now in blood.dmi instead of drip.dmi (which only had the 5 drip sprites).
Moved projectiles, guns, casings and ammo boxes to be in the right files. Please don't put your gun with its projectile, ammo casing and ammo box all the same file.
I split growing.dmi into 5 smaller files so we don't get close to the 512 icon limit again. Each seed has a var to indicate which icon file to use when planted.
Fixes code for heavy pulse laser projectile to be less awful.