diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 1c1451bb566..2b7553f0f86 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -2,7 +2,7 @@ name = "door" desc = "It opens and closes." icon = 'icons/obj/doors/doorint.dmi' - icon_state = "door1" + icon_state = null anchored = TRUE opacity = TRUE density = TRUE @@ -494,6 +494,7 @@ /obj/machinery/door/morgue icon = 'icons/obj/doors/doormorgue.dmi' + icon_state = "door1" /obj/machinery/door/proc/lock() return diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm index 1c9eef4d4c5..e2e4465b9f3 100644 --- a/code/game/machinery/hologram.dm +++ b/code/game/machinery/hologram.dm @@ -567,15 +567,6 @@ For the other part of the code, check silicon say.dm. Particularly robot talk.*/ pixel_y = -32 alpha = 100 -/* - * Other Stuff: Is this even used? - */ -/obj/machinery/hologram/projector - name = "hologram projector" - desc = "It makes a hologram appear...with magnets or something..." - icon = 'icons/obj/stationobjs.dmi' - icon_state = "hologram0" - #undef HOLOPAD_PASSIVE_POWER_USAGE #undef HOLOGRAM_POWER_USAGE diff --git a/code/game/machinery/syndicatebeacon.dm b/code/game/machinery/syndicatebeacon.dm index 6c87c92559d..1830ca6472d 100644 --- a/code/game/machinery/syndicatebeacon.dm +++ b/code/game/machinery/syndicatebeacon.dm @@ -5,7 +5,7 @@ name = "ominous beacon" desc = "This looks suspicious..." icon = 'icons/obj/singularity.dmi' - icon_state = "beacon" + icon_state = "beacon0" anchored = FALSE density = TRUE diff --git a/code/game/mecha/mecha_wreckage.dm b/code/game/mecha/mecha_wreckage.dm index 18938ca2054..f7243fa8a8f 100644 --- a/code/game/mecha/mecha_wreckage.dm +++ b/code/game/mecha/mecha_wreckage.dm @@ -144,7 +144,7 @@ /obj/structure/mecha_wreckage/reticence name = "\improper Reticence wreckage" - icon_state = "reticence-broken" + icon_state = "mime-broken" color = "#87878715" desc = "..." @@ -157,10 +157,6 @@ /obj/item/mecha_parts/part/ripley_left_leg, /obj/item/mecha_parts/part/ripley_right_leg) -/obj/structure/mecha_wreckage/ripley/mkii - name = "\improper Ripley MK-II wreckage" - icon_state = "ripleymkii-broken" - /obj/structure/mecha_wreckage/ripley/firefighter name = "\improper Firefighter wreckage" icon_state = "firefighter-broken" diff --git a/code/game/objects/effects/decals/Cleanable/humans.dm b/code/game/objects/effects/decals/Cleanable/humans.dm index 5b8c6009334..0b09e533b47 100644 --- a/code/game/objects/effects/decals/Cleanable/humans.dm +++ b/code/game/objects/effects/decals/Cleanable/humans.dm @@ -264,7 +264,7 @@ density = FALSE layer = TURF_LAYER icon = 'icons/effects/blood.dmi' - icon_state = "gibbl5" + icon_state = "mgibbl5" random_icon_states = list("gib1", "gib2", "gib3", "gib4", "gib5", "gib6") no_clear = TRUE mergeable_decal = FALSE diff --git a/code/game/objects/effects/decals/Cleanable/tracks.dm b/code/game/objects/effects/decals/Cleanable/tracks.dm index bf232ca56aa..d7417d8452a 100644 --- a/code/game/objects/effects/decals/Cleanable/tracks.dm +++ b/code/game/objects/effects/decals/Cleanable/tracks.dm @@ -28,7 +28,7 @@ GLOBAL_LIST_EMPTY(fluidtrack_cache) //BLOODY FOOTPRINTS /obj/effect/decal/cleanable/blood/footprints icon = 'icons/effects/fluidtracks.dmi' - icon_state = "nothingwhatsoever" + icon_state = null desc = "You REALLY shouldn't follow these.." gender = PLURAL random_icon_states = null diff --git a/code/game/objects/effects/decals/turfdecals/weather_decals.dm b/code/game/objects/effects/decals/turfdecals/weather_decals.dm index f179487944a..4cedd34ca5c 100644 --- a/code/game/objects/effects/decals/turfdecals/weather_decals.dm +++ b/code/game/objects/effects/decals/turfdecals/weather_decals.dm @@ -2,10 +2,6 @@ name = "sandy floor" icon_state = "sandyfloor" -/obj/effect/turf_decal/weather/snow - name = "snowy floor" - icon_state = "snowyfloor" - /obj/effect/turf_decal/weather/snow/corner name = "snow corner piece" icon = 'icons/turf/snow.dmi' diff --git a/code/game/objects/effects/forcefields.dm b/code/game/objects/effects/forcefields.dm index 32637ebc05f..3aafeb4e4ff 100644 --- a/code/game/objects/effects/forcefields.dm +++ b/code/game/objects/effects/forcefields.dm @@ -60,7 +60,7 @@ max_integrity = 80 /obj/effect/forcefield/mime/advanced - icon_state = "empty" + icon_state = null name = "invisible blockade" desc = "You might be here a while." lifetime = 60 SECONDS diff --git a/code/game/objects/effects/glowshroom.dm b/code/game/objects/effects/glowshroom.dm index 9f5471fb2ce..4d540b743b4 100644 --- a/code/game/objects/effects/glowshroom.dm +++ b/code/game/objects/effects/glowshroom.dm @@ -7,7 +7,8 @@ opacity = FALSE density = FALSE icon = 'icons/obj/lighting.dmi' - icon_state = "glowshroom" //replaced in New + icon_state = "glowshroomf" + base_icon_state = "glowshroom" //replaced in New layer = ABOVE_NORMAL_TURF_LAYER max_integrity = 30 var/floor = 0 @@ -20,13 +21,15 @@ /obj/structure/glowshroom/glowcap name = "glowcap" desc = "Mycena Ruthenia, a species of mushroom that, while it does glow in the dark, is not actually bioluminescent." - icon_state = "glowcap" + icon_state = "glowcapf" + base_icon_state = "glowcap" myseed = /obj/item/seeds/glowshroom/glowcap /obj/structure/glowshroom/shadowshroom name = "shadowshroom" desc = "Mycena Umbra, a species of mushroom that emits shadow instead of light." - icon_state = "shadowshroom" + icon_state = "shadowshroomf" + base_icon_state = "shadowshroom" myseed = /obj/item/seeds/glowshroom/shadowshroom /obj/structure/glowshroom/shadowshroom/extinguish_light(force = FALSE) @@ -54,7 +57,6 @@ var/datum/plant_gene/trait/glow/G = myseed.get_gene(/datum/plant_gene/trait/glow) set_light(G.glow_range(myseed), G.glow_power(myseed), G.glow_color) setDir(CalcDir()) - var/base_icon_state = initial(icon_state) if(!floor) switch(dir) //offset to make it be on the wall rather than on the floor if(NORTH) diff --git a/code/game/objects/effects/meteors.dm b/code/game/objects/effects/meteors.dm index 075ba79412e..0c516e60152 100644 --- a/code/game/objects/effects/meteors.dm +++ b/code/game/objects/effects/meteors.dm @@ -13,8 +13,6 @@ GLOBAL_LIST_INIT(meteors_catastrophic, list(/obj/effect/meteor/medium = 3, /obj/ GLOBAL_LIST_INIT(meteors_gore, list(/obj/effect/meteor/meaty = 5, /obj/effect/meteor/meaty/xeno = 1)) //for meaty ore event -GLOBAL_LIST_INIT(meteors_ops, list(/obj/effect/meteor/goreops)) //Meaty Ops - /////////////////////////////// //Meteor spawning global procs @@ -334,30 +332,6 @@ GLOBAL_LIST_INIT(meteors_ops, list(/obj/effect/meteor/goreops)) //Meaty Ops if(!isspaceturf(T)) new /obj/effect/decal/cleanable/blood/xeno(T) -//Meteor Ops -/obj/effect/meteor/goreops - name = "MeteorOps" - icon = 'icons/mob/animal.dmi' - icon_state = "syndicaterangedpsace" - hits = 10 - hitpwr = EXPLODE_DEVASTATE - meteorsound = 'sound/effects/blobattack.ogg' - meteordrop = list(/obj/item/food/meat) - var/meteorgibs = /obj/effect/gibspawner/generic - -/obj/effect/meteor/goreops/make_debris() - ..() - new meteorgibs(get_turf(src)) - - -/obj/effect/meteor/goreops/ram_turf(turf/T) - if(!isspaceturf(T)) - new /obj/effect/decal/cleanable/blood(T) - -/obj/effect/meteor/goreops/Bump(atom/A) - A.ex_act(hitpwr) - get_hit() - ////////////////////////// //Spookoween meteors ///////////////////////// diff --git a/code/game/objects/effects/misc_effects.dm b/code/game/objects/effects/misc_effects.dm index bc12b3c7851..332ba00ba43 100644 --- a/code/game/objects/effects/misc_effects.dm +++ b/code/game/objects/effects/misc_effects.dm @@ -45,11 +45,6 @@ var/damage = 0.0 var/range = 10.0 -/obj/effect/begin - name = "begin" - icon = 'icons/obj/stationobjs.dmi' - icon_state = "begin" - /obj/effect/projection name = "Projection" desc = "This looks like a projection of something." @@ -99,7 +94,7 @@ //Makes a tile fully lit no matter what /obj/effect/fullbright icon = 'icons/effects/alphacolors.dmi' - icon_state = "white" + icon_state = null // null iconstate is white by default plane = LIGHTING_PLANE layer = LIGHTING_LAYER blend_mode = BLEND_ADD diff --git a/code/game/objects/effects/snowcloud.dm b/code/game/objects/effects/snowcloud.dm index 796015521b2..7446474ea0a 100644 --- a/code/game/objects/effects/snowcloud.dm +++ b/code/game/objects/effects/snowcloud.dm @@ -65,7 +65,7 @@ /obj/effect/snow desc = "Perfect for making snow angels, or throwing at other people!" icon = 'icons/effects/effects.dmi' - icon_state = "snow" + icon_state = "snow1" layer = ABOVE_ICYOVERLAY_LAYER /obj/effect/snow/New() diff --git a/code/game/objects/effects/temporary_visuals/cult_visuals.dm b/code/game/objects/effects/temporary_visuals/cult_visuals.dm index 84396d30bd3..1b1aab03831 100644 --- a/code/game/objects/effects/temporary_visuals/cult_visuals.dm +++ b/code/game/objects/effects/temporary_visuals/cult_visuals.dm @@ -1,6 +1,7 @@ //temporary visual effects(/obj/effect/temp_visual) used by cult stuff /obj/effect/temp_visual/cult icon = 'icons/effects/cult_effects.dmi' + icon_state = null randomdir = FALSE duration = 10 diff --git a/code/game/objects/effects/temporary_visuals/misc_visuals.dm b/code/game/objects/effects/temporary_visuals/misc_visuals.dm index f06a632c295..83f2223e5c0 100644 --- a/code/game/objects/effects/temporary_visuals/misc_visuals.dm +++ b/code/game/objects/effects/temporary_visuals/misc_visuals.dm @@ -1,5 +1,6 @@ /obj/effect/temp_visual/dir_setting/bloodsplatter icon = 'icons/effects/blood.dmi' + icon_state = null duration = 5 randomdir = FALSE layer = MOB_LAYER - 0.1 @@ -304,7 +305,7 @@ duration = 5 /obj/effect/temp_visual/dir_setting/firing_effect - icon = 'icons/effects/effects.dmi' + icon = 'icons/effects/projectile.dmi' icon_state = "firing_effect" duration = 2 @@ -326,10 +327,6 @@ icon_state = "firing_effect_energy" duration = 3 -/obj/effect/temp_visual/dir_setting/firing_effect/magic - icon_state = "shieldsparkles" - duration = 3 - /obj/effect/temp_visual/impact_effect icon_state = "impact_bullet" duration = 5 @@ -525,7 +522,7 @@ name = "\improper Bluespace energy wave" desc = "A massive, rippling wave of bluepace energy, all rapidly exhausting itself the moment it leaves the concentrated beam of light." icon = 'icons/effects/beam_splash.dmi' - icon_state = "beam_splash_l" + icon_state = "beam_splash_w" layer = ABOVE_ALL_MOB_LAYER pixel_y = -16 duration = 50 diff --git a/code/game/objects/effects/temporary_visuals/projectile/projectile_effects.dm b/code/game/objects/effects/temporary_visuals/projectile/projectile_effects.dm index 4b523581587..d4df8b15167 100644 --- a/code/game/objects/effects/temporary_visuals/projectile/projectile_effects.dm +++ b/code/game/objects/effects/temporary_visuals/projectile/projectile_effects.dm @@ -3,7 +3,7 @@ /obj/effect/projectile name = "pew" icon = 'icons/obj/projectiles.dmi' - icon_state = "nothing" + icon_state = null layer = HITSCAN_LAYER mouse_opacity = MOUSE_OPACITY_TRANSPARENT appearance_flags = LONG_GLIDE diff --git a/code/game/objects/items/robot/robot_parts.dm b/code/game/objects/items/robot/robot_parts.dm index 593b5289af6..ff7db9b09ec 100644 --- a/code/game/objects/items/robot/robot_parts.dm +++ b/code/game/objects/items/robot/robot_parts.dm @@ -2,7 +2,6 @@ name = "robot parts" icon = 'icons/obj/robot_parts.dmi' item_state = "buildpipe" - icon_state = "blank" flags = CONDUCT slot_flags = ITEM_SLOT_BELT var/list/part = null diff --git a/code/game/objects/items/stacks/rods.dm b/code/game/objects/items/stacks/rods.dm index a5543401d72..61960c94094 100644 --- a/code/game/objects/items/stacks/rods.dm +++ b/code/game/objects/items/stacks/rods.dm @@ -96,8 +96,6 @@ GLOBAL_LIST_INIT(rod_recipes, list ( name = "heat resistant rod" desc = "Treated, specialized iron rods. When exposed to the vacuum of space their coating breaks off, but they can hold up against the extreme heat of molten liquids." singular_name = "heat resistant rod" - icon_state = "rods" - item_state = "rods" color = "#5286b9ff" flags = CONDUCT w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm index db100b340c2..1cdbff31a34 100644 --- a/code/game/objects/items/toys.dm +++ b/code/game/objects/items/toys.dm @@ -494,18 +494,6 @@ item_state = "egg3" // It's the green egg in items_left/righthand item_color = "green" - -//This should really be somewhere else but I don't know where. w/e - -/obj/item/inflatable_duck - name = "inflatable duck" - desc = "No bother to sink or swim when you can just float!" - icon_state = "inflatable" - item_state = "inflatable" - icon = 'icons/obj/clothing/belts.dmi' - slot_flags = ITEM_SLOT_BELT - flags_2 = ALLOW_BELT_NO_JUMPSUIT_2 - /* * Fake meteor */ diff --git a/code/game/objects/items/weapons/chrono_eraser.dm b/code/game/objects/items/weapons/chrono_eraser.dm index 25334872198..93688150b2d 100644 --- a/code/game/objects/items/weapons/chrono_eraser.dm +++ b/code/game/objects/items/weapons/chrono_eraser.dm @@ -143,6 +143,7 @@ projectile_type = /obj/item/projectile/energy/chrono_beam muzzle_flash_effect = /obj/effect/temp_visual/target_angled/muzzle_flash/energy muzzle_flash_color = null + icon = 'icons/obj/projectiles.dmi' icon_state = "chronobolt" e_cost = 0 diff --git a/code/game/objects/items/weapons/defib.dm b/code/game/objects/items/weapons/defib.dm index 77bc144bd8e..688f302d01b 100644 --- a/code/game/objects/items/weapons/defib.dm +++ b/code/game/objects/items/weapons/defib.dm @@ -285,8 +285,8 @@ name = "defibrillator paddles" desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks." icon = 'icons/obj/defib.dmi' - icon_state = "defibpaddles" - item_state = "defibpaddles" + icon_state = "defibpaddles0" + item_state = "defibpaddles0" force = 0 throwforce = 6 w_class = WEIGHT_CLASS_BULKY diff --git a/code/game/objects/items/weapons/shards.dm b/code/game/objects/items/weapons/shards.dm index a25c78af6c8..de8e2279f08 100644 --- a/code/game/objects/items/weapons/shards.dm +++ b/code/game/objects/items/weapons/shards.dm @@ -91,15 +91,3 @@ materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT * 0.5, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) icon_prefix = "plasma" welded_type = /obj/item/stack/sheet/plasmaglass - -/obj/item/shard/scrap - name = "sharpened scrap" - desc = "Some discarded scrap metal. It has sharp, jagged edges." - icon_state = "scrap" - materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT) - welded_type = /obj/item/stack/sheet/metal - force = 9 - throwforce = 15 //owie - -/obj/item/shard/scrap/set_initial_icon_state() - return diff --git a/code/game/objects/items/weapons/staff.dm b/code/game/objects/items/weapons/staff.dm index 8da6c38f2d7..f64fdee6ca7 100644 --- a/code/game/objects/items/weapons/staff.dm +++ b/code/game/objects/items/weapons/staff.dm @@ -73,15 +73,3 @@ ..() item_state = "horsebroom[HAS_TRAIT(src, TRAIT_WIELDED) ? 1 : 0]" -/obj/item/staff/stick - name = "stick" - desc = "A great tool to drag someone else's drinks across the bar." - icon_state = "stick" - lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' - righthand_file = 'icons/mob/inhands/items_righthand.dmi' - item_state = "stick" - force = 3.0 - throwforce = 5.0 - throw_speed = 1 - throw_range = 5 - w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm index d60d9d8b650..b3e867e3232 100644 --- a/code/game/objects/items/weapons/storage/belt.dm +++ b/code/game/objects/items/weapons/storage/belt.dm @@ -569,6 +569,7 @@ name = "trainer's belt" desc = "For the mining master, holds your lazarus capsules." icon_state = "lazarusbelt_0" + base_icon_state = "lazarusbelt" item_state = "lazbelt" w_class = WEIGHT_CLASS_BULKY max_w_class = WEIGHT_CLASS_TINY @@ -582,7 +583,7 @@ update_icon() /obj/item/storage/belt/lazarus/update_icon_state() - icon_state = "lazarusbelt_[length(contents)]" + icon_state = "[base_icon_state]_[length(contents)]" /obj/item/storage/belt/lazarus/attackby(obj/item/I, mob/user) var/amount = length(contents) diff --git a/code/game/objects/structures/crates_lockers/walllocker.dm b/code/game/objects/structures/crates_lockers/walllocker.dm index 087f4bc0f5d..711d6d0a16a 100644 --- a/code/game/objects/structures/crates_lockers/walllocker.dm +++ b/code/game/objects/structures/crates_lockers/walllocker.dm @@ -5,13 +5,13 @@ desc = "A wall mounted storage locker." name = "wall locker" icon = 'icons/obj/walllocker.dmi' - icon_state = "wall-locker" + icon_state = null door_anim_time = 0 enable_door_overlay = FALSE density = FALSE anchored = TRUE - icon_closed = "wall-locker" - icon_opened = "wall-lockeropen" + icon_closed = null + icon_opened = null /obj/structure/closet/walllocker/close() . = ..() diff --git a/code/game/objects/structures/fluff.dm b/code/game/objects/structures/fluff.dm index 9b69c2d2b64..53d720aa5fd 100644 --- a/code/game/objects/structures/fluff.dm +++ b/code/game/objects/structures/fluff.dm @@ -73,6 +73,7 @@ /obj/structure/fluff/divine name = "Miracle" icon = 'icons/obj/hand_of_god_structures.dmi' + icon_state = null anchored = TRUE density = TRUE diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index a66d1399334..81aa7972720 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -30,29 +30,6 @@ else . += "The anchoring screws are unscrewed. The rods look like they could be cut through." -/obj/structure/grille/fence - var/width = 3 - -/obj/structure/grille/fence/Initialize(mapload) - . = ..() - if(width > 1) - if(dir in list(EAST, WEST)) - bound_width = width * world.icon_size - bound_height = world.icon_size - else - bound_width = world.icon_size - bound_height = width * world.icon_size - -/obj/structure/grille/fence/east_west - //width=80 - //height=42 - icon='icons/fence-ew.dmi' - -/obj/structure/grille/fence/north_south - //width=80 - //height=42 - icon='icons/fence-ns.dmi' - /obj/structure/grille/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir) . = ..() update_icon(UPDATE_ICON_STATE) diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm index bebc1428a25..79842217c31 100644 --- a/code/game/objects/structures/lattice.dm +++ b/code/game/objects/structures/lattice.dm @@ -54,14 +54,6 @@ if(current_size >= STAGE_FOUR) deconstruct() -/obj/structure/lattice/clockwork - name = "cog lattice" - desc = "A lightweight support lattice. These hold the Justicar's station together." - icon = 'icons/obj/smooth_structures/lattice_clockwork.dmi' - -/obj/structure/lattice/clockwork/Initialize(mapload) - . = ..() - /obj/structure/lattice/catwalk name = "catwalk" desc = "A catwalk for easier EVA maneuvering and cable placement." @@ -104,14 +96,3 @@ /obj/structure/lattice/lava/deconstruction_hints(mob/user) to_chat(user, "The supporting rods look like they could be cut., but the heat treatment will shatter off.") -/obj/structure/lattice/catwalk/clockwork - name = "clockwork catwalk" - icon = 'icons/obj/smooth_structures/catwalk_clockwork.dmi' - smoothing_flags = SMOOTH_CORNERS - smoothing_groups = null - -/obj/structure/lattice/catwalk/clockwork/Initialize(mapload) - . = ..() - if(!mapload) - new /obj/effect/temp_visual/ratvar/floor/catwalk(loc) - new /obj/effect/temp_visual/ratvar/beam/catwalk(loc) diff --git a/code/game/objects/structures/misc_structures.dm b/code/game/objects/structures/misc_structures.dm index cde1e0cb44f..a3d1f42cc9a 100644 --- a/code/game/objects/structures/misc_structures.dm +++ b/code/game/objects/structures/misc_structures.dm @@ -131,12 +131,3 @@ if(last_ghost_alert + ghost_alert_delay < world.time) notify_ghosts("[src] active in [get_area(src)].", 'sound/effects/ghost2.ogg', title = alert_title, source = attack_atom, action = (attack_atom == src ? NOTIFY_JUMP : NOTIFY_ATTACK)) last_ghost_alert = world.time - -/obj/structure/boulder - name = "boulder" - desc = "A large rock." - icon = 'icons/obj/mining.dmi' - icon_state = "boulder1" - density = TRUE - opacity = TRUE - anchored = TRUE diff --git a/code/game/objects/structures/monster_spawner.dm b/code/game/objects/structures/monster_spawner.dm index 148651cb940..2de2429d603 100644 --- a/code/game/objects/structures/monster_spawner.dm +++ b/code/game/objects/structures/monster_spawner.dm @@ -1,7 +1,7 @@ /obj/structure/spawner name = "monster nest" icon = 'icons/mob/animal.dmi' - icon_state = "hole" + icon_state = null max_integrity = 100 move_resist = MOVE_FORCE_EXTREMELY_STRONG @@ -44,18 +44,6 @@ spawn_text = "climbs out of" faction = list("skeleton") -/obj/structure/spawner/clown - name = "Laughing Larry" - desc = "A laughing, jovial figure. Something seems stuck in his throat." - icon_state = "clownbeacon" - icon = 'icons/obj/device.dmi' - max_integrity = 200 - max_mobs = 15 - spawn_time = 150 - mob_types = list(/mob/living/simple_animal/hostile/retaliate/clown) - spawn_text = "climbs out of" - faction = list("clown") - /obj/structure/spawner/mining name = "monster den" desc = "A hole dug into the ground, harboring all kinds of monsters found within most caves or mining asteroids." diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index 53aa311de80..ff4636e3090 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -342,14 +342,6 @@ desc = "A sign labelling a restroom." icon_state = "restroom" -/obj/structure/sign/medbay - name = "\improper MEDBAY" - desc = "The Intergalactic symbol of Medical institutions. You'll probably get help here." - icon_state = "bluecross" - -/obj/structure/sign/medbay/alt - icon_state = "bluecross2" - /obj/structure/sign/directions name = "direction sign" diff --git a/code/game/turfs/simulated/walls_misc.dm b/code/game/turfs/simulated/walls_misc.dm index daf5e9724df..41a5820d5d7 100644 --- a/code/game/turfs/simulated/walls_misc.dm +++ b/code/game/turfs/simulated/walls_misc.dm @@ -52,7 +52,6 @@ sheet_amount = 2 girder_type = /obj/structure/clockwork/wall_gear var/heated - var/obj/effect/clockwork/overlay/wall/realappearance smoothing_groups = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL) canSmoothWith = list(SMOOTH_GROUP_BRASS_WALL) @@ -60,12 +59,6 @@ . = ..() new /obj/effect/temp_visual/ratvar/wall(src) new /obj/effect/temp_visual/ratvar/beam(src) - realappearance = new /obj/effect/clockwork/overlay/wall(src) - realappearance.linked = src - -/turf/simulated/wall/clockwork/Destroy() - QDEL_NULL(realappearance) - return ..() /turf/simulated/wall/clockwork/bullet_act(obj/item/projectile/Proj) . = ..() diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index 3083769d879..e46251f852f 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -248,6 +248,7 @@ desc = "a tentacle." projectile_type = /obj/item/projectile/tentacle caliber = "tentacle" + icon = 'icons/obj/projectiles.dmi' icon_state = "tentacle_end" muzzle_flash_effect = null muzzle_flash_color = null diff --git a/code/modules/arcade/arcade_base.dm b/code/modules/arcade/arcade_base.dm index 5a1949b426f..7c1d4b913ee 100644 --- a/code/modules/arcade/arcade_base.dm +++ b/code/modules/arcade/arcade_base.dm @@ -3,7 +3,7 @@ name = "Arcade Game" desc = "One of the most generic arcade games ever." icon = 'icons/obj/arcade.dmi' - icon_state = "clawmachine_on" + icon_state = "clawmachine_1_on" idle_power_consumption = 40 var/tokens = 0 diff --git a/code/modules/atmospherics/machinery/components/binary_devices/circulator.dm b/code/modules/atmospherics/machinery/components/binary_devices/circulator.dm index 5783ac6a522..51478704541 100644 --- a/code/modules/atmospherics/machinery/components/binary_devices/circulator.dm +++ b/code/modules/atmospherics/machinery/components/binary_devices/circulator.dm @@ -2,7 +2,7 @@ name = "circulator/heat exchanger" desc = "A gas circulator pump and heat exchanger. Its input port is on the south side, and its output port is on the north side." icon = 'icons/obj/atmospherics/circulator.dmi' - icon_state = "circ1-off" + icon_state = "circ8-off" anchored = TRUE density = TRUE can_unwrench = TRUE diff --git a/code/modules/atmospherics/machinery/pipes/simple/pipe_simple_he.dm b/code/modules/atmospherics/machinery/pipes/simple/pipe_simple_he.dm index 3d1dd04dd86..510ec482c76 100644 --- a/code/modules/atmospherics/machinery/pipes/simple/pipe_simple_he.dm +++ b/code/modules/atmospherics/machinery/pipes/simple/pipe_simple_he.dm @@ -87,7 +87,6 @@ /obj/machinery/atmospherics/pipe/simple/heat_exchanging/hidden level=1 - icon_state="intact-f" plane = FLOOR_PLANE layer = GAS_PIPE_HIDDEN_LAYER @@ -134,6 +133,5 @@ /obj/machinery/atmospherics/pipe/simple/heat_exchanging/junction/hidden level=1 - icon_state="intact-f" plane = FLOOR_PLANE layer = GAS_PIPE_HIDDEN_LAYER diff --git a/code/modules/clothing/gloves/misc_gloves.dm b/code/modules/clothing/gloves/misc_gloves.dm index a485117e51b..3cc42d23284 100644 --- a/code/modules/clothing/gloves/misc_gloves.dm +++ b/code/modules/clothing/gloves/misc_gloves.dm @@ -107,13 +107,6 @@ transfer_prints = TRUE clipped = TRUE -/obj/item/clothing/gloves/batmangloves - name = "batgloves" - desc = "Used for handling all things bat related." - icon_state = "bmgloves" - item_state = "bmgloves" - item_color="bmgloves" - /obj/item/clothing/gloves/cursedclown name = "cursed white gloves" desc = "These things smell terrible, and they're all lumpy. Gross." diff --git a/code/modules/clothing/head/misc_hats.dm b/code/modules/clothing/head/misc_hats.dm index 82a20aa3607..d8cb0d72d02 100644 --- a/code/modules/clothing/head/misc_hats.dm +++ b/code/modules/clothing/head/misc_hats.dm @@ -412,6 +412,7 @@ /obj/item/clothing/head/beret/purple name = "Pierson Family Beret" desc = "A purple beret, with a small golden crescent moon sewn onto it." + icon = 'icons/obj/clothing/hats.dmi' icon_state = "beret_purple" item_state = "purpleberet" diff --git a/code/modules/clothing/spacesuits/alien_suits.dm b/code/modules/clothing/spacesuits/alien_suits.dm index d38a9944f25..159b011cc96 100644 --- a/code/modules/clothing/spacesuits/alien_suits.dm +++ b/code/modules/clothing/spacesuits/alien_suits.dm @@ -32,6 +32,7 @@ //Unathi space gear. Huge and restrictive. /obj/item/clothing/head/helmet/space/unathi icon = 'icons/obj/clothing/species/unathi/hats.dmi' + icon_state = null species_restricted = list("Unathi") sprite_sheets = list( "Unathi" = 'icons/mob/clothing/species/unathi/helmet.dmi' @@ -46,6 +47,7 @@ /obj/item/clothing/suit/space/unathi icon = 'icons/obj/clothing/species/unathi/suits.dmi' + icon_state = null species_restricted = list("Unathi") sprite_sheets = list( "Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi' @@ -81,6 +83,7 @@ max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT dyeable = FALSE icon = 'icons/obj/clothing/species/vox/suits.dmi' + icon_state = null species_restricted = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi') @@ -90,6 +93,7 @@ flags = STOPSPRESSUREDMAGE flags_cover = HEADCOVERSEYES icon = 'icons/obj/clothing/species/vox/hats.dmi' + icon_state = null species_restricted = list("Vox") sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi') diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index a09a72cd5c5..2043bdd69e0 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -2,7 +2,7 @@ /obj/item/clothing/head/helmet/space/hardsuit name = "hardsuit helmet" desc = "A special helmet designed for work in a hazardous, low-pressure environment." - icon_state = "hardsuit0-engineering" + icon_state = null item_state = "eng_helm" max_integrity = 300 armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150) @@ -143,7 +143,7 @@ /obj/item/clothing/suit/space/hardsuit name = "hardsuit" desc = "A special space suit for environments that might pose hazards beyond just the vacuum of space. Provides more protection than a standard space suit." - icon_state = "hardsuit-engineering" + icon_state = null item_state = "eng_hardsuit" max_integrity = 300 armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150) @@ -451,37 +451,37 @@ helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet/commander //Security -/obj/item/clothing/head/helmet/space/hardsuit/security - name = "security hardsuit helmet" - desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." - icon_state = "hardsuit0-sec" - item_state = "sec_helm" - item_color = "sec" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) +// /obj/item/clothing/head/helmet/space/hardsuit/security +// name = "security hardsuit helmet" +// desc = "A special helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." +// icon_state = "hardsuit0-sec" +// item_state = "sec_helm" +// item_color = "sec" +// armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) -/obj/item/clothing/suit/space/hardsuit/security - name = "security hardsuit" - desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." - icon_state = "hardsuit-sec" - item_state = "sec_hardsuit" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) - allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank/internals,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs) - helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security +// /obj/item/clothing/suit/space/hardsuit/security +// name = "security hardsuit" +// desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." +// icon_state = "hardsuit-sec" +// item_state = "sec_hardsuit" +// armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) +// allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank/internals,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs) +// helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security -/obj/item/clothing/head/helmet/space/hardsuit/security/hos - name = "head of security's hardsuit helmet" - desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." - icon_state = "hardsuit0-hos" - item_color = "hos" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) +// /obj/item/clothing/head/helmet/space/hardsuit/security/hos +// name = "head of security's hardsuit helmet" +// desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." +// icon_state = "hardsuit0-hos" +// item_color = "hos" +// armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) -/obj/item/clothing/suit/space/hardsuit/security/hos - name = "head of security's hardsuit" - desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor." - icon_state = "hardsuit-hos" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) - helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos - jetpack = /obj/item/tank/jetpack/suit +// /obj/item/clothing/suit/space/hardsuit/security/hos +// name = "head of security's hardsuit" +// desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor." +// icon_state = "hardsuit-hos" +// armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) +// helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos +// jetpack = /obj/item/tank/jetpack/suit //Singuloth armor diff --git a/code/modules/clothing/suits/misc_suits.dm b/code/modules/clothing/suits/misc_suits.dm index 4fe7d71ff6f..befeb45c78d 100644 --- a/code/modules/clothing/suits/misc_suits.dm +++ b/code/modules/clothing/suits/misc_suits.dm @@ -723,18 +723,6 @@ item_state = "leathercoat" resistance_flags = FIRE_PROOF -/obj/item/clothing/suit/browncoat - name = "brown leather coat" - desc = "A long, brown leather coat." - icon_state = "browncoat" - item_state = "browncoat" - -/obj/item/clothing/suit/neocoat - name = "black coat" - desc = "A flowing, black coat." - icon_state = "neocoat" - item_state = "neocoat" - /obj/item/clothing/suit/browntrenchcoat name = "brown trench coat" desc = "It makes you stand out. Just the opposite of why it's typically worn. Nice try trying to blend in while wearing it." @@ -792,14 +780,6 @@ name = "white tracksuit" icon_state = "trackjacketwhite_open" -//actual suits - -/obj/item/clothing/suit/creamsuit - name = "cream suit" - desc = "A cream coloured, genteel suit." - icon_state = "creamsuit" - item_state = "creamsuit" - /obj/item/clothing/suit/jacket/miljacket name = "olive military jacket" desc = "A canvas jacket styled after classical American military garb. Feels sturdy, yet comfortable. This one comes in olive." @@ -1194,6 +1174,7 @@ /obj/item/clothing/suit/fluff/noble_coat name = "noble coat" desc = "The livid blues, purples and greens are awesome enough to evoke a visceral response in you; it is not dissimilar to indigestion." + icon = 'icons/obj/clothing/suits.dmi' icon_state = "noble_coat" item_state = "noble_coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS diff --git a/code/modules/clothing/under/costumes.dm b/code/modules/clothing/under/costumes.dm index ead86b6b7ff..6e5a1ac1536 100644 --- a/code/modules/clothing/under/costumes.dm +++ b/code/modules/clothing/under/costumes.dm @@ -135,6 +135,7 @@ /obj/item/clothing/under/psysuit name = "dark undersuit" desc = "A thick, layered grey undersuit lined with power cables. Feels a little like wearing an electrical storm." + icon = 'icons/obj/clothing/under/costumes.dmi' icon_state = "psysuit" item_state = "psysuit" item_color = "psysuit" diff --git a/code/modules/customitems/item_defines.dm b/code/modules/customitems/item_defines.dm index 4dddd9485c6..72c69dca524 100644 --- a/code/modules/customitems/item_defines.dm +++ b/code/modules/customitems/item_defines.dm @@ -186,7 +186,7 @@ /obj/item/clothing/glasses/sunglasses_fake/fluff/kaki name = "broken thermonocle" desc = "A weathered Vox thermonocle, doesn't seem to work anymore." - icon_state = "thermoncle" + icon_state = "thermonocle" /// Rapidvalj: Hakikarahiti /obj/item/fluff/rapid_wheelchair_kit @@ -216,6 +216,7 @@ name = "custom zippo" desc = "A custom made zippo lighter." icon = 'icons/obj/custom_items.dmi' + icon_state = null /// GodOfOreos: Jason Conrad /obj/item/lighter/zippo/fluff/purple @@ -1770,6 +1771,7 @@ name = "fluff ring" desc = "Someone forgot to set this fluff item's description, notify a coder!" icon = 'icons/obj/custom_items.dmi' + icon_state = null fluff_material = TRUE /obj/item/clothing/gloves/ring/fluff/update_icon_state() diff --git a/code/modules/events/meaty_ops.dm b/code/modules/events/meaty_ops.dm deleted file mode 100644 index 0b669dc74de..00000000000 --- a/code/modules/events/meaty_ops.dm +++ /dev/null @@ -1,15 +0,0 @@ -/datum/event/meteor_wave/goreop/announce() - var/meteor_declaration = "MeteorOps have declared their intent to utterly destroy [station_name()] with their own bodies, and dares the crew to try and stop them." - GLOB.major_announcement.Announce(meteor_declaration, "Declaration of 'War'", 'sound/effects/siren.ogg') - -/datum/event/meteor_wave/goreop/setup() - waves = 3 - -/datum/event/meteor_wave/goreop/get_meteor_count() - return 5 - -/datum/event/meteor_wave/goreop/get_meteors() - return GLOB.meteors_ops - -/datum/event/meteor_wave/goreop/end() - GLOB.minor_announcement.Announce("All MeteorOps are dead. Major Station Victory.", "MeteorOps") diff --git a/code/modules/food_and_drinks/food/customizables.dm b/code/modules/food_and_drinks/food/customizables.dm index d15690a3867..8546d186f4b 100644 --- a/code/modules/food_and_drinks/food/customizables.dm +++ b/code/modules/food_and_drinks/food/customizables.dm @@ -266,15 +266,6 @@ do {\ snack_overlays = 0 top = 0 -/obj/item/food/customizable/candy/bar - name = "flavored chocolate bar" - desc = "Made in a factory downtown." - icon_state = "barcustom" - baseicon = "barcustom" - basename = "flavored chocolate bar" - snack_overlays = 0 - top = 0 - /obj/item/food/customizable/candy/sucker name = "flavored sucker" desc = "Suck suck suck." diff --git a/code/modules/food_and_drinks/food/foods/baked_goods.dm b/code/modules/food_and_drinks/food/foods/baked_goods.dm index d6bd8638b7a..ae406f7f782 100644 --- a/code/modules/food_and_drinks/food/foods/baked_goods.dm +++ b/code/modules/food_and_drinks/food/foods/baked_goods.dm @@ -1242,7 +1242,7 @@ name = "grape tart" desc = "A tasty dessert that reminds you of the wine you didn't make." icon = 'icons/obj/food/bakedgoods.dmi' - icon_state = "grape_tart" + icon_state = "grapetart" trash = /obj/item/trash/plate filling_color = "#8c00ff" bitesize = 3 diff --git a/code/modules/games/cards.dm b/code/modules/games/cards.dm index 5343876be14..32af569e069 100644 --- a/code/modules/games/cards.dm +++ b/code/modules/games/cards.dm @@ -313,7 +313,6 @@ name = "hand of cards" desc = "Some playing cards." icon = 'icons/obj/playing_cards.dmi' - icon_state = "empty" w_class = WEIGHT_CLASS_TINY actions_types = list(/datum/action/item_action/remove_card, /datum/action/item_action/discard) diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm index 1d353d1309c..f0acc21cc53 100644 --- a/code/modules/mining/equipment/marker_beacons.dm +++ b/code/modules/mining/equipment/marker_beacons.dm @@ -74,7 +74,8 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list( name = "marker beacon" desc = "A Prism-brand path illumination device. It is anchored in place and glowing steadily." icon = 'icons/obj/lighting.dmi' - icon_state = "marker" + icon_state = "markerrandom" + base_icon_state = "marker" layer = BELOW_OPEN_DOOR_LAYER armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, RAD = 100, FIRE = 25, ACID = 0) max_integrity = 50 @@ -104,7 +105,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list( /obj/structure/marker_beacon/update_icon_state() while(!picked_color || !GLOB.marker_beacon_colors[picked_color]) picked_color = pick(GLOB.marker_beacon_colors) - icon_state = "[initial(icon_state)][lowertext(picked_color)]-on" + icon_state = "[base_icon_state][lowertext(picked_color)]-on" set_light(light_range, light_power, GLOB.marker_beacon_colors[picked_color]) /obj/structure/marker_beacon/attack_hand(mob/living/user) @@ -150,6 +151,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list( name = "docking beacon" desc = "An illumination device used to designate docking ports. It is anchored in place and pulsing steadily." icon_state = "dockingmarker" + base_icon_state = "dockingmarker" flags = NODECONSTRUCT /obj/structure/marker_beacon/dock_marker/update_icon_state() diff --git a/code/modules/mining/equipment/mineral_scanner.dm b/code/modules/mining/equipment/mineral_scanner.dm index ea43d1ae28e..fe0fd5b0a78 100644 --- a/code/modules/mining/equipment/mineral_scanner.dm +++ b/code/modules/mining/equipment/mineral_scanner.dm @@ -75,6 +75,7 @@ plane = FULLSCREEN_PLANE layer = FLASH_LAYER icon = 'icons/effects/ore_visuals.dmi' + icon_state = null appearance_flags = 0 //to avoid having TILE_BOUND in the flags, so that the 480x480 icon states let you see it no matter where you are duration = 35 pixel_x = -224 diff --git a/code/modules/mining/lavaland/ash_flora.dm b/code/modules/mining/lavaland/ash_flora.dm index 9768e5d08e6..9780ef5a7c8 100644 --- a/code/modules/mining/lavaland/ash_flora.dm +++ b/code/modules/mining/lavaland/ash_flora.dm @@ -2,7 +2,8 @@ gender = PLURAL layer = PROJECTILE_HIT_THRESHHOLD_LAYER //sporangiums up don't shoot icon = 'icons/obj/lavaland/ash_flora.dmi' - icon_state = "l_mushroom" + icon_state = "l_mushroom1" + base_icon_state = "l_mushroom" name = "large mushrooms" desc = "A number of large mushrooms, covered in a faint layer of ash and what can only be spores." anchored = TRUE @@ -24,7 +25,7 @@ /obj/structure/flora/ash/Initialize(mapload) . = ..() - base_icon = "[icon_state][rand(1, 4)]" + base_icon = "[base_icon_state][rand(1, 4)]" icon_state = base_icon /obj/structure/flora/ash/proc/harvest(user) @@ -80,7 +81,8 @@ regrowth_time_low = 4200 /obj/structure/flora/ash/leaf_shroom - icon_state = "s_mushroom" + icon_state = "s_mushroom1" + base_icon_state = "s_mushroom" name = "leafy mushrooms" desc = "A number of mushrooms, each of which surrounds a greenish sporangium with a number of leaf-like structures." harvested_name = "leafless mushrooms" @@ -96,7 +98,8 @@ regrowth_time_high = 6000 /obj/structure/flora/ash/cap_shroom - icon_state = "r_mushroom" + icon_state = "r_mushroom1" + base_icon_state = "r_mushroom" name = "tall mushrooms" desc = "Several mushrooms, the larger of which have a ring of conks at the midpoint of their stems." harvested_name = "small mushrooms" @@ -111,7 +114,8 @@ regrowth_time_high = 5400 /obj/structure/flora/ash/stem_shroom - icon_state = "t_mushroom" + icon_state = "t_mushroom1" + base_icon_state = "t_mushroom" name = "numerous mushrooms" desc = "A large number of mushrooms, some of which have long, fleshy stems. They're radiating light!" light_range = 1.5 @@ -128,7 +132,8 @@ regrowth_time_high = 6000 /obj/structure/flora/ash/cacti - icon_state = "cactus" + icon_state = "cactus1" + base_icon_state = "cactus" name = "fruiting cacti" desc = "Several prickly cacti, brimming with ripe fruit and covered in a thin layer of ash." harvested_name = "cacti" @@ -156,6 +161,7 @@ name = "large rock" desc = "A volcanic rock. Pioneers used to ride these babies for miles." icon_state = "basalt1" + base_icon_state = "basalt" density = TRUE resistance_flags = FIRE_PROOF harvest = /obj/item/stack/ore/glass/basalt diff --git a/code/modules/mining/lavaland/loot/tendril_loot.dm b/code/modules/mining/lavaland/loot/tendril_loot.dm index b925bd1a71f..0f8f872a5a0 100644 --- a/code/modules/mining/lavaland/loot/tendril_loot.dm +++ b/code/modules/mining/lavaland/loot/tendril_loot.dm @@ -344,6 +344,7 @@ desc = "a hook." projectile_type = /obj/item/projectile/hook caliber = "hook" + icon = 'icons/obj/lavaland/artefacts.dmi' icon_state = "hook" muzzle_flash_effect = null diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index 7ab9a7379a5..ca3cd3db10d 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -1,7 +1,7 @@ /obj/item/robot_module name = "robot module" icon = 'icons/obj/module.dmi' - icon_state = "std_module" + icon_state = "std_mod" w_class = 100 item_state = "electronic" flags = CONDUCT diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm index e87e4cbfea0..323508edfe1 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm @@ -560,6 +560,7 @@ Difficulty: Hard /obj/effect/temp_visual/bubblegum_hands icon = 'icons/effects/bubblegum.dmi' + icon_state = null duration = 9 /obj/effect/temp_visual/bubblegum_hands/rightthumb diff --git a/code/modules/mob/mob_holder.dm b/code/modules/mob/mob_holder.dm index 571d0d0e2ef..f99b8229166 100644 --- a/code/modules/mob/mob_holder.dm +++ b/code/modules/mob/mob_holder.dm @@ -107,7 +107,7 @@ /obj/item/holder/pai name = "pAI" desc = "It's a little robot." - icon_state = "pai" + icon_state = null /obj/item/holder/mouse name = "mouse" diff --git a/code/modules/mod/mod_construction.dm b/code/modules/mod/mod_construction.dm index d526ae37a71..e74d76e3a35 100644 --- a/code/modules/mod/mod_construction.dm +++ b/code/modules/mod/mod_construction.dm @@ -1,7 +1,6 @@ /obj/item/mod/construction desc = "A part used in MOD construction. You could insert it into a MOD shell." icon = 'icons/obj/clothing/modsuit/mod_construction.dmi' - icon_state = "rack_parts" /obj/item/mod/construction/helmet name = "MOD helmet" diff --git a/code/modules/mod/mod_control.dm b/code/modules/mod/mod_control.dm index 174ce20a165..3f4aacde15c 100644 --- a/code/modules/mod/mod_control.dm +++ b/code/modules/mod/mod_control.dm @@ -8,7 +8,7 @@ /obj/item/mod/control name = "MOD control unit" desc = "The control unit of a Modular Outerwear Device, a powered suit that protects against various environments." - icon_state = "mod_control" + icon_state = null item_state = "mod_control" base_icon_state = "control" w_class = WEIGHT_CLASS_BULKY diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm index 5135a27ec5c..1616104ccf2 100644 --- a/code/modules/paperwork/paper.dm +++ b/code/modules/paperwork/paper.dm @@ -546,11 +546,6 @@ name = "A Crash Course in Legal SOP on SS13" info = "Roles:
\nThe Detective is basically the investigator and prosecutor.
\nThe Staff Assistant can perform these functions with written authority from the Detective.
\nThe Captain/HoP/Warden is ct as the judicial authority.
\nThe Security Officers are responsible for executing warrants, security during trial, and prisoner transport.
\n
\nInvestigative Phase:
\nAfter the crime has been committed the Detective's job is to gather evidence and try to ascertain not only who did it but what happened. He must take special care to catalogue everything and don't leave anything out. Write out all the evidence on paper. Make sure you take an appropriate number of fingerprints. IF he must ask someone questions he has permission to confront them. If the person refuses he can ask a judicial authority to write a subpoena for questioning. If again he fails to respond then that person is to be jailed as insubordinate and obstructing justice. Said person will be released after he cooperates.
\n
\nONCE the FT has a clear idea as to who the criminal is he is to write an arrest warrant on the piece of paper. IT MUST LIST THE CHARGES. The FT is to then go to the judicial authority and explain a small version of his case. If the case is moderately acceptable the authority should sign it. Security must then execute said warrant.
\n
\nPre-Pre-Trial Phase:
\nNow a legal representative must be presented to the defendant if said defendant requests one. That person and the defendant are then to be given time to meet (in the jail IS ACCEPTABLE). The defendant and his lawyer are then to be given a copy of all the evidence that will be presented at trial (rewriting it all on paper is fine). THIS IS CALLED THE DISCOVERY PACK. With a few exceptions, THIS IS THE ONLY EVIDENCE BOTH SIDES MAY USE AT TRIAL. IF the prosecution will be seeking the death penalty it MUST be stated at this time. ALSO if the defense will be seeking not guilty by mental defect it must state this at this time to allow ample time for examination.
\nNow at this time each side is to compile a list of witnesses. By default, the defendant is on both lists regardless of anything else. Also the defense and prosecution can compile more evidence beforehand BUT in order for it to be used the evidence MUST also be given to the other side.\nThe defense has time to compile motions against some evidence here.
\nPossible Motions:
\n1. Invalidate Evidence- Something with the evidence is wrong and the evidence is to be thrown out. This includes irrelevance or corrupt security.
\n2. Free Movement- Basically the defendant is to be kept uncuffed before and during the trial.
\n3. Subpoena Witness- If the defense presents god reasons for needing a witness but said person fails to cooperate then a subpoena is issued.
\n4. Drop the Charges- Not enough evidence is there for a trial so the charges are to be dropped. The FT CAN RETRY but the judicial authority must carefully reexamine the new evidence.
\n5. Declare Incompetent- Basically the defendant is insane. Once this is granted a medical official is to examine the patient. If he is indeed insane he is to be placed under care of the medical staff until he is deemed competent to stand trial.
\n
\nALL SIDES MOVE TO A COURTROOM
\nPre-Trial Hearings:
\nA judicial authority and the 2 sides are to meet in the trial room. NO ONE ELSE BESIDES A SECURITY DETAIL IS TO BE PRESENT. The defense submits a plea. If the plea is guilty then proceed directly to sentencing phase. Now the sides each present their motions to the judicial authority. He rules on them. Each side can debate each motion. Then the judicial authority gets a list of crew members. He first gets a chance to look at them all and pick out acceptable and available jurors. Those jurors are then called over. Each side can ask a few questions and dismiss jurors they find too biased. HOWEVER before dismissal the judicial authority MUST agree to the reasoning.
\n
\nThe Trial:
\nThe trial has three phases.
\n1. Opening Arguments- Each side can give a short speech. They may not present ANY evidence.
\n2. Witness Calling/Evidence Presentation- The prosecution goes first and is able to call the witnesses on his approved list in any order. He can recall them if necessary. During the questioning the lawyer may use the evidence in the questions to help prove a point. After every witness the other side has a chance to cross-examine. After both sides are done questioning a witness the prosecution can present another or recall one (even the EXACT same one again!). After prosecution is done the defense can call witnesses. After the initial cases are presented both sides are free to call witnesses on either list.
\nFINALLY once both sides are done calling witnesses we move onto the next phase.
\n3. Closing Arguments- Same as opening.
\nThe jury then deliberates IN PRIVATE. THEY MUST ALL AGREE on a verdict. REMEMBER: They mix between some charges being guilty and others not guilty (IE if you supposedly killed someone with a gun and you unfortunately picked up a gun without authorization then you CAN be found not guilty of murder BUT guilty of possession of illegal weaponry.). Once they have agreed they present their verdict. If unable to reach a verdict and feel they will never they call a deadlocked jury and we restart at Pre-Trial phase with an entirely new set of jurors.
\n
\nSentencing Phase:
\nIf the death penalty was sought (you MUST have gone through a trial for death penalty) then skip to the second part.
\nI. Each side can present more evidence/witnesses in any order. There is NO ban on emotional aspects or anything. The prosecution is to submit a suggested penalty. After all the sides are done then the judicial authority is to give a sentence.
\nII. The jury stays and does the same thing as I. Their sole job is to determine if the death penalty is applicable. If NOT then the judge selects a sentence.
\n
\nTADA you're done. Security then executes the sentence and adds the applicable convictions to the person's record.
\n" -/obj/item/paper/flag - icon_state = "flag_neutral" - item_state = "paper" - anchored = TRUE - /obj/item/paper/jobs name = "Job Information" info = "Information on all formal jobs that can be assigned on Space Station 13 can be found on this document.
\nThe data will be in the following form.
\nGenerally lower ranking positions come first in this list.
\n
\nJob Name general access>lab access-engine access-systems access (atmosphere control)
\n\tJob Description
\nJob Duties (in no particular order)
\nTips (where applicable)
\n
\nResearch Assistant 1>1-0-0
\n\tThis is probably the lowest level position. Anyone who enters the space station after the initial job\nassignment will automatically receive this position. Access with this is restricted. Head of Personnel should\nappropriate the correct level of assistance.
\n1. Assist the researchers.
\n2. Clean up the labs.
\n3. Prepare materials.
\n
\nStaff Assistant 2>0-0-0
\n\tThis position assists the security officer in his duties. The staff assisstants should primarily br\npatrolling the ship waiting until they are needed to maintain ship safety.\n(Addendum: Updated/Elevated Security Protocols admit issuing of low level weapons to security personnel)
\n1. Patrol ship/Guard key areas
\n2. Assist security officer
\n3. Perform other security duties.
\n
\nTechnical Assistant 1>0-0-1
\n\tThis is yet another low level position. The technical assistant helps the engineer and the statian\ntechnician with the upkeep and maintenance of the station. This job is very important because it usually\ngets to be a heavy workload on station technician and these helpers will alleviate that.
\n1. Assist Station technician and Engineers.
\n2. Perform general maintenance of station.
\n3. Prepare materials.
\n
\nMedical Assistant 1>1-0-0
\n\tThis is the fourth position yet it is slightly less common. This position doesn't have much power\noutside of the med bay. Consider this position like a nurse who helps to upkeep medical records and the\nmaterials (filling syringes and checking vitals)
\n1. Assist the medical personnel.
\n2. Update medical files.
\n3. Prepare materials for medical operations.
\n
\nResearch Technician 2>3-0-0
\n\tThis job is primarily a step up from research assistant. These people generally do not get their own lab\nbut are more hands on in the experimentation process. At this level they are permitted to work as consultants to\nthe others formally.
\n1. Inform superiors of research.
\n2. Perform research alongside of official researchers.
\n
\nDetective 3>2-0-0
\n\tThis job is in most cases slightly boring at best. Their sole duty is to\nperform investigations of crine scenes and analysis of the crime scene. This\nalleviates SOME of the burden from the security officer. This person's duty\nis to draw conclusions as to what happened and testify in court. Said person\nalso should stroe the evidence ly.
\n1. Perform crime-scene investigations/draw conclusions.
\n2. Store and catalogue evidence properly.
\n3. Testify to superiors/inquieries on findings.
\n
\nStation Technician 2>0-2-3
\n\tPeople assigned to this position must work to make sure all the systems aboard Space Station 13 are operable.\nThey should primarily work in the computer lab and repairing faulty equipment. They should work with the\natmospheric technician.
\n1. Maintain SS13 systems.
\n2. Repair equipment.
\n
\nAtmospheric Technician 3>0-0-4
\n\tThese people should primarily work in the atmospheric control center and lab. They have the very important\njob of maintaining the delicate atmosphere on SS13.
\n1. Maintain atmosphere on SS13
\n2. Research atmospheres on the space station. (safely please!)
\n
\nEngineer 2>1-3-0
\n\tPeople working as this should generally have detailed knowledge as to how the propulsion systems on SS13\nwork. They are one of the few classes that have unrestricted access to the engine area.
\n1. Upkeep the engine.
\n2. Prevent fires in the engine.
\n3. Maintain a safe orbit.
\n
\nMedical Researcher 2>5-0-0
\n\tThis position may need a little clarification. Their duty is to make sure that all experiments are safe and\nto conduct experiments that may help to improve the station. They will be generally idle until a new laboratory\nis constructed.
\n1. Make sure the station is kept safe.
\n2. Research medical properties of materials studied of Space Station 13.
\n
\nScientist 2>5-0-0
\n\tThese people study the properties, particularly the toxic properties, of materials handled on SS13.\nTechnically they can also be called Plasma Technicians as plasma is the material they routinly handle.
\n1. Research plasma
\n2. Make sure all plasma is properly handled.
\n
\nMedical Doctor (Officer) 2>0-0-0
\n\tPeople working this job should primarily stay in the medical area. They should make sure everyone goes to\nthe medical bay for treatment and examination. Also they should make sure that medical supplies are kept in\norder.
\n1. Heal wounded people.
\n2. Perform examinations of all personnel.
\n3. Moniter usage of medical equipment.
\n
\nSecurity Officer 3>0-0-0
\n\tThese people should attempt to keep the peace inside the station and make sure the station is kept safe. One\nside duty is to assist in repairing the station. They also work like general maintenance personnel. They are not\ngiven a weapon and must use their own resources.
\n(Addendum: Updated/Elevated Security Protocols admit issuing of weapons to security personnel)
\n1. Maintain order.
\n2. Assist others.
\n3. Repair structural problems.
\n
\nHead of Security 4>5-2-2
\n\tPeople assigned as Head of Security should issue orders to the security staff. They should\nalso carefully moderate the usage of all security equipment. All security matters should be reported to this person.
\n1. Oversee security.
\n2. Assign patrol duties.
\n3. Protect the station and staff.
\n
\nHead of Personnel 4>4-2-2
\n\tPeople assigned as head of personnel will find themselves moderating all actions done by personnel. \nAlso they have the ability to assign jobs and access levels.
\n1. Assign duties.
\n2. Moderate personnel.
\n3. Moderate research.
\n
\nCaptain 5>5-5-5 (unrestricted station wide access)
\n\tThis is the highest position you can acquire on Space Station 13. They are allowed anywhere inside the\nspace station and therefore should protect their ID card. They also have the ability to assign positions\nand access levels. They should not abuse their power.
\n1. Assign all positions on SS13
\n2. Inspect the station for any problems.
\n3. Perform administrative duties.
\n" diff --git a/code/modules/pda/ai_pda.dm b/code/modules/pda/ai_pda.dm index d23a9b1e7c5..e6c603aa187 100644 --- a/code/modules/pda/ai_pda.dm +++ b/code/modules/pda/ai_pda.dm @@ -1,6 +1,5 @@ // Special AI/pAI PDAs that cannot explode. /obj/item/pda/silicon - icon_state = "NONE" detonate = FALSE ttone = "data" diff --git a/code/modules/power/engines/singularity/narsie.dm b/code/modules/power/engines/singularity/narsie.dm index 34795f1df6b..842e5303c46 100644 --- a/code/modules/power/engines/singularity/narsie.dm +++ b/code/modules/power/engines/singularity/narsie.dm @@ -3,6 +3,7 @@ name = "Nar'sie's Avatar" desc = "Your mind begins to bubble and ooze as it tries to comprehend what it sees." icon = 'icons/obj/magic_terror.dmi' + icon_state = null pixel_x = -89 pixel_y = -85 current_size = 9 //It moves/eats like a max-size singulo, aside from range. --NEO @@ -18,6 +19,7 @@ /obj/singularity/narsie/large name = "Nar'Sie" icon = 'icons/obj/narsie.dmi' + icon_state = "narsie" // Pixel stuff centers Narsie. pixel_x = -236 pixel_y = -256 diff --git a/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm index c2fcf54cb88..3269f4f87d8 100644 --- a/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm +++ b/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm @@ -63,7 +63,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin name = "Particle Accelerator" desc = "Part of a Particle Accelerator." icon = 'icons/obj/machines/particle_accelerator.dmi' - icon_state = "none" + icon_state = null anchored = FALSE density = TRUE max_integrity = 500 @@ -222,7 +222,6 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin name = "Particle Accelerator" desc = "Part of a Particle Accelerator." icon = 'icons/obj/machines/particle_accelerator.dmi' - icon_state = "none" anchored = FALSE density = TRUE power_state = NO_POWER_USE diff --git a/code/modules/power/engines/singularity/particle_accelerator/particle_emitter.dm b/code/modules/power/engines/singularity/particle_accelerator/particle_emitter.dm index 860283b5774..6f8e8e5210a 100644 --- a/code/modules/power/engines/singularity/particle_accelerator/particle_emitter.dm +++ b/code/modules/power/engines/singularity/particle_accelerator/particle_emitter.dm @@ -2,7 +2,7 @@ name = "EM Containment Grid" desc_holder = "This part launches the Alpha particles. You might not want to stand near this end." icon = 'icons/obj/machines/particle_accelerator.dmi' - icon_state = "none" + icon_state = null var/fire_delay = 50 var/last_shot = 0 diff --git a/code/modules/projectiles/guns/throw/pielauncher.dm b/code/modules/projectiles/guns/throw/pielauncher.dm index ac4a5c8540d..fcb7c08a4f5 100644 --- a/code/modules/projectiles/guns/throw/pielauncher.dm +++ b/code/modules/projectiles/guns/throw/pielauncher.dm @@ -1,7 +1,7 @@ /obj/item/gun/throw/piecannon name = "pie cannon" desc = "A projectile weapon that fires pies." - icon_state = "piecannon" + icon_state = "piecannon1" w_class = WEIGHT_CLASS_HUGE throw_speed = 2 throw_range = 3 diff --git a/code/modules/reagents/reagent_containers/glass_containers.dm b/code/modules/reagents/reagent_containers/glass_containers.dm index b087b879e8e..c4920cbcac9 100644 --- a/code/modules/reagents/reagent_containers/glass_containers.dm +++ b/code/modules/reagents/reagent_containers/glass_containers.dm @@ -6,8 +6,6 @@ var/base_name = " " desc = " " icon = 'icons/obj/chemical.dmi' - icon_state = "null" - item_state = "null" amount_per_transfer_from_this = 10 possible_transfer_amounts = list(5,10,15,25,30,50) volume = 50 diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index 48875c4435a..8137f1f5459 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -2,7 +2,7 @@ name = "Dispenser" desc = "..." icon = 'icons/obj/objects.dmi' - icon_state = "watertank" + icon_state = "water" density = TRUE pressure_resistance = 2*ONE_ATMOSPHERE container_type = DRAINABLE | AMOUNT_VISIBLE diff --git a/code/modules/ruins/lavalandruin_code/dead_ratvar.dm b/code/modules/ruins/lavalandruin_code/dead_ratvar.dm index be103a2eb18..3f32048e4dd 100644 --- a/code/modules/ruins/lavalandruin_code/dead_ratvar.dm +++ b/code/modules/ruins/lavalandruin_code/dead_ratvar.dm @@ -42,23 +42,6 @@ linked = null . = ..() -/obj/effect/clockwork/overlay/wall - name = "clockwork wall" - icon = 'icons/turf/walls/clockwork_wall.dmi' - icon_state = "clockwork_wall" - canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL) - smoothing_flags = SMOOTH_CORNERS - layer = CLOSED_TURF_LAYER - -/obj/effect/clockwork/overlay/wall/Initialize(mapload) - . = ..() - QUEUE_SMOOTH_NEIGHBORS(src) - QUEUE_SMOOTH(src) - -/obj/effect/clockwork/overlay/wall/Destroy() - QUEUE_SMOOTH_NEIGHBORS(src) - return ..() - /obj/effect/clockwork/overlay/floor icon = 'icons/turf/floors.dmi' icon_state = "clockwork_floor" @@ -167,7 +150,7 @@ . = ..() if(randomsinglesprite) replace_name_desc() - icon_state = "[icon_state][rand(1, randomspritemax)]" + icon_state = "[base_icon_state][rand(1, randomspritemax)]" pixel_x = rand(-sprite_shift, sprite_shift) pixel_y = rand(-sprite_shift, sprite_shift) @@ -185,17 +168,20 @@ w_class = WEIGHT_CLASS_TINY randomsinglesprite = TRUE icon_state = "shard_large" + base_icon_state = "shard_large" sprite_shift = 9 /obj/item/clockwork/alloy_shards/medium w_class = WEIGHT_CLASS_TINY randomsinglesprite = TRUE icon_state = "shard_medium" + base_icon_state = "shard_medium" sprite_shift = 10 /obj/item/clockwork/alloy_shards/medium/gear_bit randomspritemax = 4 - icon_state = "gear_bit" + icon_state = "gear_bit1" + base_icon_state = "gear_bit" sprite_shift = 12 /obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc() @@ -214,6 +200,7 @@ randomsinglesprite = TRUE randomspritemax = 3 icon_state = "shard_small" + base_icon_state = "shard_small" sprite_shift = 12 /obj/item/clockwork/alloy_shards/pinion_lock diff --git a/code/modules/surgery/organs/subtypes/xenos.dm b/code/modules/surgery/organs/subtypes/xenos.dm index 6512d934ced..606c15cf961 100644 --- a/code/modules/surgery/organs/subtypes/xenos.dm +++ b/code/modules/surgery/organs/subtypes/xenos.dm @@ -1,6 +1,6 @@ /obj/item/organ/internal/alien origin_tech = "biotech=5" - icon_state = "xgibmid2" + icon_state = null var/list/alien_powers = list() var/list/human_powers = list() tough = TRUE diff --git a/code/modules/unit_tests/_unit_tests.dm b/code/modules/unit_tests/_unit_tests.dm index 8f7f9c7d318..eea46b9e67f 100644 --- a/code/modules/unit_tests/_unit_tests.dm +++ b/code/modules/unit_tests/_unit_tests.dm @@ -17,6 +17,7 @@ #include "log_format.dm" #include "map_templates.dm" #include "map_tests.dm" +#include "missing_icons.dm" #include "origin_tech.dm" #include "purchase_reference_test.dm" #include "reagent_id_typos.dm" diff --git a/code/modules/unit_tests/missing_icons.dm b/code/modules/unit_tests/missing_icons.dm new file mode 100644 index 00000000000..17822595c06 --- /dev/null +++ b/code/modules/unit_tests/missing_icons.dm @@ -0,0 +1,45 @@ +/// Makes sure objects actually have icons that exist! +/datum/unit_test/missing_icons + var/static/list/possible_icon_states = list() + +/datum/unit_test/missing_icons/proc/generate_possible_icon_states_list(directory_path = "icons/obj/") + for(var/file_path in flist(directory_path)) + if(findtext(file_path, ".dmi")) + for(var/sprite_icon in icon_states("[directory_path][file_path]", 1)) //2nd arg = 1 enables 64x64+ icon support, otherwise you'll end up with "sword0_1" instead of "sword" + possible_icon_states[sprite_icon] += list("[directory_path][file_path]") + else + possible_icon_states += generate_possible_icon_states_list("[directory_path][file_path]") + +/datum/unit_test/missing_icons/Run() + generate_possible_icon_states_list() + generate_possible_icon_states_list("icons/effects/") + + //Add EVEN MORE paths if needed here! + //generate_possible_icon_states_list("your/folder/path/") + var/list/bad_list = list() + for(var/obj/obj_path as anything in subtypesof(/obj)) // maybe someday a subtype of this test can cover mobs too (hell maybe atom/movable) + if(initial(obj_path.flags) & ABSTRACT) + continue + + var/icon = initial(obj_path.icon) + if(isnull(icon)) + continue + var/icon_state = initial(obj_path.icon_state) + if(isnull(icon_state)) + continue + + if(length(bad_list) && (icon_state in bad_list[icon])) + continue + + if(icon_exists(icon, icon_state)) + continue + + bad_list[icon] += list(icon_state) + + var/match_message + if(icon_state in possible_icon_states) + for(var/file_place in possible_icon_states[icon_state]) + match_message += (match_message ? " & '[file_place]'" : " - Matching sprite found in: '[file_place]'") + + Fail("Missing icon_state for [obj_path] in '[icon]'.\n\ticon_state = \"[icon_state]\"[match_message]") + diff --git a/code/modules/vehicle/tg_vehicles/tg_vehicles.dm b/code/modules/vehicle/tg_vehicles/tg_vehicles.dm index 5018f41e603..b0bf2f2f39d 100644 --- a/code/modules/vehicle/tg_vehicles/tg_vehicles.dm +++ b/code/modules/vehicle/tg_vehicles/tg_vehicles.dm @@ -2,7 +2,7 @@ name = "generic vehicle" desc = "Yell at coding chat." icon = 'icons/obj/tgvehicles.dmi' - icon_state = "error" + icon_state = null max_integrity = 300 armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 60, ACID = 60) density = TRUE diff --git a/code/modules/vehicle/vehicle.dm b/code/modules/vehicle/vehicle.dm index 65d4aacd4c0..117b5a11148 100644 --- a/code/modules/vehicle/vehicle.dm +++ b/code/modules/vehicle/vehicle.dm @@ -3,7 +3,7 @@ name = "vehicle" desc = "A basic vehicle, vroom!" icon = 'icons/obj/vehicles.dmi' - icon_state = "scooter" + icon_state = null density = TRUE anchored = FALSE can_buckle = TRUE diff --git a/icons/obj/clothing/masks.dmi b/icons/obj/clothing/masks.dmi index 82104fdc49a..926c2d71358 100644 Binary files a/icons/obj/clothing/masks.dmi and b/icons/obj/clothing/masks.dmi differ diff --git a/icons/obj/food/containers.dmi b/icons/obj/food/containers.dmi index 4ddb808bcd3..e70a01a9df8 100644 Binary files a/icons/obj/food/containers.dmi and b/icons/obj/food/containers.dmi differ diff --git a/icons/obj/smooth_structures/catwalk_clockwork.dmi b/icons/obj/smooth_structures/catwalk_clockwork.dmi deleted file mode 100644 index 2c2a0da4987..00000000000 Binary files a/icons/obj/smooth_structures/catwalk_clockwork.dmi and /dev/null differ diff --git a/icons/obj/smooth_structures/lattice_clockwork.dmi b/icons/obj/smooth_structures/lattice_clockwork.dmi deleted file mode 100644 index 4bdd3adaada..00000000000 Binary files a/icons/obj/smooth_structures/lattice_clockwork.dmi and /dev/null differ diff --git a/paradise.dme b/paradise.dme index 3beb5ddaea5..bc7e0852270 100644 --- a/paradise.dme +++ b/paradise.dme @@ -1868,7 +1868,6 @@ #include "code\modules\events\koi_mirgration.dm" #include "code\modules\events\mass_hallucination.dm" #include "code\modules\events\meaty_gore.dm" -#include "code\modules\events\meaty_ops.dm" #include "code\modules\events\meaty_ores.dm" #include "code\modules\events\meteors_event.dm" #include "code\modules\events\money_spam.dm"