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Bubberstation/code/modules/unit_tests/focus_only_tests.dm
T
MrMelbertandGitHub 9b40e13f8b Makes dust animation look less 2006 (#87435)
## About The Pull Request

This was inspired by an effect I saw on Paradise but I sprited my own


https://github.com/user-attachments/assets/2130053c-a6ea-48e6-8b62-4c08563fd154

(Todo, make the skeleton appearing less jank)

## Why It's Good For The Game

1. Looks less 2006. 
2. The dust sprite will reflect the mob being dusted, since it's
literally just Your Sprite. Your clothes, species, etc.
3. All species and all mob types now animate being dusted - from corgi
to xenos, from borgs to lizards -, and we can even reuse this effect for
items being dusted if we so desire

## Changelog

🆑 Melbert
image: The animation for being dusted now takes into account your
sprite, rather than being a normal nude spaceman
/🆑
2024-11-12 10:31:03 +13:00

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/// These tests perform no behavior of their own, and have their tests offloaded onto other procs.
/// This is useful in cases like in build_appearance_list where we want to know if any fail,
/// but is not useful to right a test for.
/// This file exists so that you can change any of these to TEST_FOCUS and only check for that test.
/// For example, change /datum/unit_test/focus_only/invalid_overlays to TEST_FOCUS(/datum/unit_test/focus_only/invalid_overlays),
/// and you will only test the check for invalid overlays in appearance building.
/datum/unit_test/focus_only
/// Checks that every created emissive has a valid icon_state
/datum/unit_test/focus_only/invalid_emissives
/// Checks that every overlay passed into build_appearance_list exists in the icon
/datum/unit_test/focus_only/invalid_overlays
/// Checks that every icon sent to the research_designs spritesheet is valid
/datum/unit_test/focus_only/invalid_research_designs
/// Checks that every icon sent to vending machines is valid
/datum/unit_test/focus_only/invalid_vending_machine_icon_states
/// Checks that space does not initialize multiple times
/datum/unit_test/focus_only/multiple_space_initialization
/// Checks that smoothing_groups and canSmoothWith are properly sorted in /atom/Initialize
/datum/unit_test/focus_only/sorted_smoothing_groups
/// Checks that floor tiles are properly mapped to broken/burnt
/datum/unit_test/focus_only/valid_turf_states
/// Checks that nightvision eyes have a full set of color lists
/datum/unit_test/focus_only/nightvision_color_cutoffs
/// Checks that no light shares a tile/pixel offsets with another
/datum/unit_test/focus_only/stacked_lights
/// Checks for bad icon / icon state setups in cooking crafting menu
/datum/unit_test/focus_only/bad_cooking_crafting_icons
/// Ensures openspace never spawns on the bottom of a z stack
/datum/unit_test/focus_only/openspace_clear
/// Checks to ensure that variables expected to exist in a job datum (for config reasons) actually exist
/datum/unit_test/focus_only/missing_job_datum_variables
/// Checks that the contents of the fish_counts list are also present in fish_table
/datum/unit_test/focus_only/fish_sources_tables
/// Checks that maploaded mobs with either the `atmos_requirements` or `body_temp_sensitive`
/datum/unit_test/focus_only/atmos_and_temp_requirements
/// Ensures only whitelisted planes can have TOPDOWN_LAYERing, and vis versa
/datum/unit_test/focus_only/topdown_filtering
/// Catches any invalid footstep types set for humans
/datum/unit_test/focus_only/humanstep_validity
/// Checks icon states generated at runtime are valid
/datum/unit_test/focus_only/runtime_icon_states