Files
Bubberstation/code/modules/unit_tests/dummy_spawn.dm
ShizCalev 1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00

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///This set of tests is focused on ensuring the stability of preference dummies
///And by extension the hacks built to make them fast
///Organ consistency, object pooling via the wardrobe ss, etc
//Test spawning one of every species
/datum/unit_test/dummy_spawn_species
/datum/unit_test/dummy_spawn_species/Run()
var/mob/living/carbon/human/dummy/lad = allocate(/mob/living/carbon/human/dummy)
for(var/datum/species/testing_testing as anything in subtypesof(/datum/species))
lad.set_species(testing_testing, icon_update = FALSE, pref_load = TRUE) //I wonder if I should somehow hook into the species pref here
///Equips and devests our dummy of one of every job outfit
/datum/unit_test/dummy_spawn_outfit
/datum/unit_test/dummy_spawn_outfit/Run()
var/mob/living/carbon/human/dummy/lad = allocate(/mob/living/carbon/human/dummy)
for(var/datum/job/one_two_three as anything in subtypesof(/datum/job))
var/datum/job/can_you_hear_this = SSjob.GetJobType(one_two_three)
if(!can_you_hear_this)
log_test("\tJob type [one_two_three] could not be retrieved from SSjob")
continue
lad.job = can_you_hear_this
lad.dress_up_as_job(can_you_hear_this, TRUE)
lad.wipe_state() //Nuke it all