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Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
This commit is contained in:
@@ -16,13 +16,16 @@
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. = ..()
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. += bombtank.examine(user)
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/obj/item/onetankbomb/update_icon()
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/obj/item/onetankbomb/update_icon_state()
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if(bombtank)
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icon_state = bombtank.icon_state
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/obj/item/onetankbomb/update_overlays()
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. = ..()
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if(bombassembly)
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overlays += bombassembly.icon_state
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overlays += bombassembly.overlays
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overlays += "bomb_assembly"
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. += bombassembly.icon_state
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. += bombassembly.overlays
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. += "bomb_assembly"
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/obj/item/onetankbomb/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/analyzer))
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@@ -51,7 +51,7 @@
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a_left = A1
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a_right = A2
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name = "[A1.name]-[A2.name] assembly"
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update_icon()
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update_icon(UPDATE_OVERLAYS)
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return TRUE
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/obj/item/assembly_holder/proc/has_prox_sensors()
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@@ -59,16 +59,16 @@
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return TRUE
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return FALSE
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/obj/item/assembly_holder/update_icon()
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overlays.Cut()
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/obj/item/assembly_holder/update_overlays()
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. = ..()
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if(a_left)
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overlays += "[a_left.icon_state]_left"
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. += "[a_left.icon_state]_left"
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for(var/O in a_left.attached_overlays)
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overlays += "[O]_l"
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. += "[O]_l"
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if(a_right)
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overlays += "[a_right.icon_state]_right"
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. += "[a_right.icon_state]_right"
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for(var/O in a_right.attached_overlays)
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overlays += "[O]_r"
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. += "[O]_r"
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if(master)
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master.update_icon()
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@@ -61,13 +61,12 @@
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toggle_secure()
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on = TRUE
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/obj/item/assembly/infra/update_icon()
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overlays.Cut()
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/obj/item/assembly/infra/update_overlays()
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. = ..()
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attached_overlays = list()
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if(on)
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overlays += "infrared_on"
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. += "infrared_on"
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attached_overlays += "infrared_on"
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if(holder)
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holder.update_icon()
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@@ -228,7 +227,7 @@
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if(next)
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next.vis_spread(v)
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/obj/effect/beam/i_beam/update_icon()
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/obj/effect/beam/i_beam/update_icon_state()
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transform = turn(matrix(), dir2angle(dir))
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/obj/effect/beam/i_beam/process()
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@@ -29,7 +29,7 @@
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/obj/item/assembly/mousetrap/describe()
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return "The pressure switch is [armed ? "primed" : "safe"]."
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/obj/item/assembly/mousetrap/update_icon()
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/obj/item/assembly/mousetrap/update_icon_state()
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if(armed)
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icon_state = "mousetraparmed"
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else
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@@ -76,14 +76,14 @@
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scanning = !scanning
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update_icon()
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/obj/item/assembly/prox_sensor/update_icon()
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overlays.Cut()
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/obj/item/assembly/prox_sensor/update_overlays()
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. = ..()
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attached_overlays = list()
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if(timing)
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overlays += "prox_timing"
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. += "prox_timing"
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attached_overlays += "prox_timing"
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if(scanning)
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overlays += "prox_scanning"
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. += "prox_scanning"
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attached_overlays += "prox_scanning"
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if(holder)
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holder.update_icon()
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@@ -46,10 +46,9 @@
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signal()
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return TRUE
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/obj/item/assembly/signaler/update_icon()
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/obj/item/assembly/signaler/update_icon_state()
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if(holder)
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holder.update_icon()
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return
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/obj/item/assembly/signaler/interact(mob/user, flag1)
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var/t1 = "-------"
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@@ -53,11 +53,11 @@
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timer_end()
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time = set_time
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/obj/item/assembly/timer/update_icon()
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overlays.Cut()
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/obj/item/assembly/timer/update_overlays()
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. = ..()
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attached_overlays = list()
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if(timing)
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overlays += "timer_timing"
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. += "timer_timing"
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attached_overlays += "timer_timing"
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if(holder)
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holder.update_icon()
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