Merge pull request #8708 from Cerebulon/miscsprites2022
A milieu of misc sprites
@@ -1,7 +1,6 @@
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/obj/item/grenade/chem_grenade
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name = "grenade casing"
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icon_state = "chemg"
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item_state = "grenade"
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desc = "A hand made chemical grenade."
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w_class = ITEMSIZE_SMALL
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force = 2.0
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@@ -193,6 +192,7 @@
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name = "large chem grenade"
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desc = "An oversized grenade that affects a larger area."
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icon_state = "large_grenade"
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item_state = "largechemg"
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allowed_containers = list(/obj/item/reagent_containers/glass)
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
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affected_area = 4
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@@ -305,4 +305,4 @@
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beakers += B1
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beakers += B2
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icon_state = initial(icon_state) +"_locked"
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icon_state = initial(icon_state) +"_locked"
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@@ -1,6 +1,5 @@
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/obj/item/grenade/empgrenade
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name = "emp grenade"
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icon = 'icons/obj/device.dmi'
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pickup_sound = 'sound/items/pickup/device.ogg'
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drop_sound = 'sound/items/drop/device.ogg'
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icon_state = "emp"
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@@ -21,8 +20,9 @@
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name = "low yield emp grenade"
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desc = "A weaker variant of the EMP grenade"
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icon_state = "lyemp"
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item_state = "lyemp"
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origin_tech = list(TECH_MATERIAL = 2, TECH_MAGNET = 3)
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emp_heavy = 1
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emp_med = 2
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emp_light = 3
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emp_long = 4
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emp_long = 4
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@@ -2,7 +2,7 @@
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name = "extinguisher cabinet"
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desc = "A small wall mounted cabinet designed to hold a fire extinguisher."
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icon = 'icons/obj/closet.dmi'
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icon_state = "extinguisher_closed"
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icon_state = "fire_cabinet"
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layer = ABOVE_WINDOW_LAYER
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anchored = 1
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density = 0
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@@ -14,9 +14,9 @@
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if(building)
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pixel_x = (dir & 3)? 0 : (dir == 4 ? -27 : 27)
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pixel_y = (dir & 3)? (dir ==1 ? -27 : 27) : 0
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update_icon()
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else
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has_extinguisher = new/obj/item/extinguisher(src)
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update_icon()
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/obj/structure/extinguisher_cabinet/attackby(obj/item/O, mob/user)
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if(isrobot(user))
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@@ -74,13 +74,13 @@
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update_icon()
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/obj/structure/extinguisher_cabinet/update_icon()
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if(!opened)
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icon_state = "extinguisher_closed"
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return
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cut_overlays()
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if(has_extinguisher)
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if(istype(has_extinguisher, /obj/item/extinguisher/mini))
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icon_state = "extinguisher_mini"
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add_overlay("extinguisher_mini")
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else
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icon_state = "extinguisher_full"
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add_overlay("extinguisher_full")
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if(opened)
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add_overlay("fire_cabinet_door_open")
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else
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icon_state = "extinguisher_empty"
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add_overlay("fire_cabinet_door_closed")
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@@ -1,10 +1,9 @@
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//I still dont think this should be a closet but whatever
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/obj/structure/fireaxecabinet
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name = "fire axe cabinet"
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desc = "There is small label that reads \"For Emergency use only\" along with details for safe use of the axe. As if."
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var/obj/item/material/twohanded/fireaxe/fireaxe
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icon = 'icons/obj/closet.dmi' //Not bothering to move icons out for now. But its dumb still.
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icon_state = "fireaxe1000"
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icon = 'icons/obj/axecabinet.dmi'
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icon_state = "fireaxe"
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layer = ABOVE_WINDOW_LAYER
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anchored = 1
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density = 0
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@@ -16,6 +15,7 @@
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/obj/structure/fireaxecabinet/Initialize()
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. = ..()
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fireaxe = new /obj/item/material/twohanded/fireaxe()
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update_icon()
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/obj/structure/fireaxecabinet/attackby(var/obj/item/O as obj, var/mob/user as mob) //Marker -Agouri
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//..() //That's very useful, Erro
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@@ -179,8 +179,19 @@
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to_chat(user, "<span class='notice'>Cabinet unlocked.</span>")
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return
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/obj/structure/fireaxecabinet/update_icon() //Template: fireaxe[has fireaxe][is opened][hits taken][is smashed]. If you want the opening or closing animations, add "opening" or "closing" right after the numbers
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var/hasaxe = 0
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/obj/structure/fireaxecabinet/update_icon()
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cut_overlays()
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if(fireaxe)
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hasaxe = 1
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icon_state = text("fireaxe[][][][]",hasaxe,open,hitstaken,smashed)
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add_overlay("axe")
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if(smashed)
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add_overlay("glass_broken")
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if(locked)
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add_overlay("locked")
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else
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add_overlay("unlocked")
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if(open)
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add_overlay("glass_raised")
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else
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add_overlay("glass")
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if(hitstaken)
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add_overlay("crack[hitstaken]")
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@@ -244,6 +244,7 @@
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/obj/item/crossbowframe
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name = "crossbow frame"
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desc = "A half-finished crossbow."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "crossbowframe0"
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item_state = "crossbow-solid"
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icons/obj/axecabinet.dmi
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