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<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Moves fuzzy cuff and bola sprites (all subtypes of handcuffs) to handcuffs.dmi Replaces the vague and mysterious magic numbers with SECOND and MINUTE macros. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Fixes fuzzy cuff & sinew cuff sprites and cleans up the code by centralizing icons and using macro times. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog Moves fuzzy cuff and bola sprites (all subtypes of handcuffs) to handcuffs.dmi Replaces the vague and mysterious magic numbers with SECOND and MINUTE macros. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: fix fuzzy cuff & sinew cuff sprites /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
Icons
This folder contains all(most) of our .dmi files.
We enforce a rigid-ish structure for organization.
Please contact a maintainer before changing the hierarchy!
Hierarchy
Anything not in here is currently undecided and may be freely placed. Yes, this currently includes all turfs, mobs, objs, and misc things. Sorry. We'll work on this, we promise. Anyone can propose changes to the hierarchy, just know what you're doing!
- /icons
- /clothing - general, non-module clothing items placed in here
- /{type} - uniform, head, shoes, suit, etc
- /costumes - vanity costumes like kilts, mime outfits, clown outfits, cueball outfits, etc
- /formal - formalwear like suits, dresses, etc
- /job - basic job uniforms
- /misc - unsorted things
- /rank - "formal" "rank"-wear like flight suits, military/naval, etc
- /gearsets - bundled sets, like voidsuits, cryosuits, etc
- /{type} - uniform, head, shoes, suit, etc
- /effects - generic visual effects that are not screen/rendering: e.g. attack, emp, bomb, etc.
- /items - general, non-module, non-clothing items placed in here
- /items/stacks - general
/obj/item/stacktypes placed in here.
- /items/stacks - general
- /interface - used for stuff going into spritesheets for tgui, etc. if it's a HUD object, it should go in /screen instead.
- /machinery - used for sprites for general, non-module machines. use subdirectories if more than one .dmi is needed, or for closely related machinery.
- /mapping - used for sprites for in-map-editor objects that are invisible in game world
- /helpers - mapping helpers like autopipe/autocable/baseturf replacers go here
- /landmarks - landmark icons
- /spawners - things like window spawners
- /materials - material sprites
- /mob - mob sprites
- /bodysets - limbs and their corrosponding sprite accessories & markings & miscellaneous. used in the abstraction of limb sprite from limb definition.
- /sprite_accessories - unconverted sprite accessories
- /sprite_accessory - modern sprite accessory system
- /modules - used for specific departments / content packs / logical bundles
- /{modulename} - the examples below are just that, examples. some modules will require different styles of icon organization.
- /items - items
- /clothing - clothing
- /machinery - machinery
- /structures - structures
- /{modulename} - the examples below are just that, examples. some modules will require different styles of icon organization.
- /objects - miscellaneous objects that are not items, machinery, or structures
- /runtime - follow similar structure inside this, treat it as a sub-copy. icons in this are copied over for use during runtime
- currently being deprecated; we have chosen to instead copy over all icons/sounds, so the runtime server can access them.
- /screen - all screen objects, like hud icons, buttons, inventory interface, parallax, etc
- /actions - all action button sprites go in here
- /atom_hud - the /image huds that atoms can have has their icons in here
- /fullscreen - fullscreen effects go in here (see code/_rendering/ fullscreen)
- /hud - "regular" hud objects go in here, like mob intent buttons, inventory buttons, etc
- /common - common, theme-agnostic icons
- /theme1, /theme2, ..., etc - put theme icons in here, name by theme!
- /parallax - parallax/skybox images. base parallax images are 480x480.
- /rendering - low level rendering things like clickcatcher
- /structures - used for sprites for general, non-module structures. use subdirectories if more than one .dmi is needed, or for closely related structures.
- /system - used for internal fuctions, like get_flat_icon and similar.
- /clothing - general, non-module clothing items placed in here