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-Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well. r4146 compile time: 1 minute, 40 seconds r4147 compile time: 45 seconds [VGTG] git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -39,7 +39,7 @@
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anchored = 1
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layer = 20
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dir = NORTH
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icon = 'buildmode.dmi'
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icon = 'icons/misc/buildmode.dmi'
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var/obj/effect/bmode/buildholder/master = null
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/obj/effect/bmode/builddir
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@@ -60,7 +60,7 @@
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return
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/obj/effect/bmode/buildhelp
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icon = 'buildmode.dmi'
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icon = 'icons/misc/buildmode.dmi'
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icon_state = "buildhelp"
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screen_loc = "NORTH,WEST+1"
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Click()
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@@ -1,6 +1,6 @@
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/obj/effect/expl_particles
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name = "fire"
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icon = 'effects.dmi'
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icon = 'icons/effects/effects.dmi'
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icon_state = "explosion_particle"
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opacity = 1
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anchored = 1
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@@ -38,7 +38,7 @@
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/obj/effect/explosion
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name = "fire"
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icon = '96x96.dmi'
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icon = 'icons/effects/96x96.dmi'
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icon_state = "explosion"
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opacity = 1
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anchored = 1
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