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Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
96 lines
3.1 KiB
Plaintext
96 lines
3.1 KiB
Plaintext
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//BeanieStation13 Redux
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//Plus a bobble hat, lets be inclusive!!
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/obj/item/clothing/head/beanie
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name = "beanie"
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desc = "A stylish beanie. The perfect winter accessory for those with a keen fashion sense, and those who just can't handle a cold breeze on their heads."
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icon = 'icons/map_icons/clothing/head/_head.dmi'
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worn_icon = 'icons/mob/clothing/head/beanie.dmi'
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icon_state = "/obj/item/clothing/head/beanie"
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post_init_icon_state = "beanie"
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custom_price = PAYCHECK_CREW * 1.2
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greyscale_config = /datum/greyscale_config/beanie
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greyscale_config_worn = /datum/greyscale_config/beanie/worn
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greyscale_colors = "#EEEEEE#EEEEEE"
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flags_1 = IS_PLAYER_COLORABLE_1
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/obj/item/clothing/head/beanie/black
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name = "black beanie"
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icon_state = "/obj/item/clothing/head/beanie/black"
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greyscale_colors = "#4A4A4B#4A4A4B"
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/obj/item/clothing/head/beanie/red
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name = "red beanie"
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icon_state = "/obj/item/clothing/head/beanie/red"
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greyscale_colors = "#D91414#D91414"
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/obj/item/clothing/head/beanie/darkblue
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name = "dark blue beanie"
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icon_state = "/obj/item/clothing/head/beanie/darkblue"
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greyscale_colors = "#1E85BC#1E85BC"
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/obj/item/clothing/head/beanie/yellow
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name = "yellow beanie"
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icon_state = "/obj/item/clothing/head/beanie/yellow"
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greyscale_colors = "#E0C14F#E0C14F"
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/obj/item/clothing/head/beanie/orange
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name = "orange beanie"
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icon_state = "/obj/item/clothing/head/beanie/orange"
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greyscale_colors = "#C67A4B#C67A4B"
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/obj/item/clothing/head/beanie/christmas
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name = "christmas beanie"
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icon_state = "/obj/item/clothing/head/beanie/christmas"
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greyscale_colors = "#038000#960000"
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/obj/item/clothing/head/beanie/durathread
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name = "durathread beanie"
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desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
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icon_state = "/obj/item/clothing/head/beanie/durathread"
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greyscale_colors = "#8291A1#8291A1"
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armor_type = /datum/armor/beanie_durathread
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/obj/item/clothing/head/rasta
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name = "rastacap"
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desc = "Perfect for tucking in those dreadlocks."
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icon = 'icons/obj/clothing/head/beanie.dmi'
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worn_icon = 'icons/mob/clothing/head/beanie.dmi'
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icon_state = "beanierasta"
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/obj/item/clothing/head/waldo
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name = "red striped bobble hat"
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desc = "If you're going on a worldwide hike, you'll need some cold protection."
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icon = 'icons/obj/clothing/head/beanie.dmi'
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worn_icon = 'icons/mob/clothing/head/beanie.dmi'
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icon_state = "waldo_hat"
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//No dog fashion sprites yet :( poor Ian can't be dope like the rest of us yet
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/obj/item/clothing/head/beanie/black/dboy
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name = "test subject beanie"
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desc = "A dingy and torn black beanie. Is that slime or grease?"
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/// Used for the extra flavor text the d-boy himself sees
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var/datum/weakref/beanie_owner = null
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/datum/armor/beanie_durathread
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melee = 15
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bullet = 5
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laser = 15
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energy = 25
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bomb = 10
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fire = 30
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acid = 5
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/obj/item/clothing/head/beanie/black/dboy/equipped(mob/user, slot)
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. = ..()
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if(iscarbon(user) && !beanie_owner)
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beanie_owner = WEAKREF(user)
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/obj/item/clothing/head/beanie/black/dboy/examine(mob/user)
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. = ..()
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if(IS_WEAKREF_OF(user, beanie_owner))
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. += span_purple("It's covered in otherworldly debris only your eyes have been ruined enough to see.")
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