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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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@@ -50,29 +50,29 @@ mob/living/carbon/proc/handle_hallucinations()
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halitem.layer = 50
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'gun.dmi'
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halitem.icon = 'icons/obj/gun.dmi'
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halitem.icon_state = "revolver"
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halitem.name = "Revolver"
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if(2) //c4
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halitem.icon = 'assemblies.dmi'
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halitem.icon = 'icons/obj/assemblies.dmi'
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halitem.icon_state = "plastic-explosive0"
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halitem.name = "Mysterious Package"
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if(prob(25))
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halitem.icon_state = "c4small_1"
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if(3) //sword
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halitem.icon = 'weapons.dmi'
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "sword1"
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halitem.name = "Sword"
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if(4) //stun baton
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halitem.icon = 'weapons.dmi'
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halitem.icon = 'icons/obj/weapons.dmi'
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halitem.icon_state = "stunbaton"
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halitem.name = "Stun Baton"
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if(5) //emag
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halitem.icon = 'card.dmi'
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halitem.icon = 'icons/obj/card.dmi'
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halitem.icon_state = "emag"
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halitem.name = "Cryptographic Sequencer"
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if(6) //flashbang
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halitem.icon = 'grenade.dmi'
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halitem.icon = 'icons/obj/grenade.dmi'
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halitem.icon_state = "flashbang1"
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halitem.name = "Flashbang"
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if(client) client.screen += halitem
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@@ -91,13 +91,13 @@ mob/living/carbon/proc/handle_hallucinations()
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switch(rand(1,3))
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if(1)
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//src << "Space"
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halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
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if(2)
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//src << "Fire"
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halimage = image('fire.dmi',target,"1",TURF_LAYER)
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halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
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if(3)
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//src << "C4"
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halimage = image('assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
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halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
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if(client) client.images += halimage
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@@ -151,11 +151,11 @@ mob/living/carbon/proc/handle_hallucinations()
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var/turf/simulated/floor/target = pick(possible_points)
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switch(rand(1,4))
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if(1)
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halbody = image('human.dmi',target,"husk_l",TURF_LAYER)
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halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
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if(2,3)
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halbody = image('human.dmi',target,"husk_s",TURF_LAYER)
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halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
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if(4)
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halbody = image('alien.dmi',target,"alienother",TURF_LAYER)
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halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
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// if(5)
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// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
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@@ -324,7 +324,7 @@ proc/check_panel(mob/M)
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/proc/fake_blood(var/mob/target)
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var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
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O.name = "blood"
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var/image/I = image('blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
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target << I
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spawn(300)
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del(O)
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