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Adds CI for missing icon_states (#27063)
* Adds CI for missing icon_states * yeah * more fixes * more fixes * seems good * moar * fix * yea * hrtyhrt * yeah * WOE
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@@ -42,23 +42,6 @@
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linked = null
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. = ..()
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/obj/effect/clockwork/overlay/wall
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name = "clockwork wall"
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icon = 'icons/turf/walls/clockwork_wall.dmi'
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icon_state = "clockwork_wall"
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canSmoothWith = list(SMOOTH_GROUP_WALLS, SMOOTH_GROUP_BRASS_WALL)
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smoothing_flags = SMOOTH_CORNERS
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layer = CLOSED_TURF_LAYER
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/obj/effect/clockwork/overlay/wall/Initialize(mapload)
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. = ..()
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QUEUE_SMOOTH_NEIGHBORS(src)
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QUEUE_SMOOTH(src)
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/obj/effect/clockwork/overlay/wall/Destroy()
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/effect/clockwork/overlay/floor
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icon = 'icons/turf/floors.dmi'
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icon_state = "clockwork_floor"
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@@ -167,7 +150,7 @@
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. = ..()
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if(randomsinglesprite)
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replace_name_desc()
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icon_state = "[icon_state][rand(1, randomspritemax)]"
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icon_state = "[base_icon_state][rand(1, randomspritemax)]"
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pixel_x = rand(-sprite_shift, sprite_shift)
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pixel_y = rand(-sprite_shift, sprite_shift)
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@@ -185,17 +168,20 @@
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w_class = WEIGHT_CLASS_TINY
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randomsinglesprite = TRUE
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icon_state = "shard_large"
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base_icon_state = "shard_large"
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sprite_shift = 9
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/obj/item/clockwork/alloy_shards/medium
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w_class = WEIGHT_CLASS_TINY
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randomsinglesprite = TRUE
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icon_state = "shard_medium"
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base_icon_state = "shard_medium"
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sprite_shift = 10
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/obj/item/clockwork/alloy_shards/medium/gear_bit
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randomspritemax = 4
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icon_state = "gear_bit"
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icon_state = "gear_bit1"
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base_icon_state = "gear_bit"
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sprite_shift = 12
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/obj/item/clockwork/alloy_shards/medium/gear_bit/replace_name_desc()
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@@ -214,6 +200,7 @@
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randomsinglesprite = TRUE
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randomspritemax = 3
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icon_state = "shard_small"
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base_icon_state = "shard_small"
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sprite_shift = 12
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/obj/item/clockwork/alloy_shards/pinion_lock
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