diff --git a/code/_helpers/icons.dm b/code/_helpers/icons.dm
index 74607efe057..a2e4664055f 100644
--- a/code/_helpers/icons.dm
+++ b/code/_helpers/icons.dm
@@ -504,3 +504,184 @@ GLOBAL_LIST_EMPTY(cached_examine_icons)
//Animate it growing
animate(img, alpha = 0, transform = matrix()*grow_to, time = anim_duration, loop = loops)
+
+/// generates a filename for a given asset.
+/// like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
+/// used so that certain asset files dont have to be hashed twice
+/proc/generate_and_hash_rsc_file(file, dmi_file_path)
+ var/rsc_ref = fcopy_rsc(file)
+ var/hash
+ //if we have a valid dmi file path we can trust md5'ing the rsc file because we know it doesnt have the bug described in http://www.byond.com/forum/post/2611357
+ if(dmi_file_path)
+ hash = md5(rsc_ref)
+ else //otherwise, we need to do the expensive fcopy() workaround
+ hash = md5asfile(rsc_ref)
+
+ return list(rsc_ref, hash, "asset.[hash]")
+
+///given a text string, returns whether it is a valid dmi icons folder path
+/proc/is_valid_dmi_file(icon_path)
+ if(!istext(icon_path) || !length(icon_path))
+ return FALSE
+
+ var/is_in_icon_folder = findtextEx(icon_path, "icons/")
+ var/is_dmi_file = findtextEx(icon_path, ".dmi")
+
+ if(is_in_icon_folder && is_dmi_file)
+ return TRUE
+ return FALSE
+
+/// given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
+/// a weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
+/// but stringifying rsc references returns a dmi file path
+/// ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
+/// so if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
+/proc/get_icon_dmi_path(icon/icon)
+ /// the dmi file path we attempt to return if the given object argument is associated with a stringifiable icon
+ /// if successful, this looks like "icons/path/to/dmi_file.dmi"
+ var/icon_path = ""
+
+ if(isatom(icon) || istype(icon, /image) || istype(icon, /mutable_appearance))
+ var/atom/atom_icon = icon
+ icon = atom_icon.icon
+ //atom icons compiled in from 'icons/path/to/dmi_file.dmi' are weird and not really icon objects that you generate with icon().
+ //if theyre unchanged dmi's then they're stringifiable to "icons/path/to/dmi_file.dmi"
+
+ if(isicon(icon) && isfile(icon))
+ //icons compiled in from 'icons/path/to/dmi_file.dmi' at compile time are weird and arent really /icon objects,
+ ///but they pass both isicon() and isfile() checks. theyre the easiest case since stringifying them gives us the path we want
+ var/icon_ref = "\ref[icon]"
+ var/locate_icon_string = "[locate(icon_ref)]"
+
+ icon_path = locate_icon_string
+
+ else if(isicon(icon) && "[icon]" == "/icon")
+ // icon objects generated from icon() at runtime are icons, but they ARENT files themselves, they represent icon files.
+ // if the files they represent are compile time dmi files in the rsc, then
+ // the rsc reference returned by fcopy_rsc() will be stringifiable to "icons/path/to/dmi_file.dmi"
+ var/rsc_ref = fcopy_rsc(icon)
+
+ var/icon_ref = "\ref[rsc_ref]"
+
+ var/icon_path_string = "[locate(icon_ref)]"
+
+ icon_path = icon_path_string
+
+ else if(istext(icon))
+ var/rsc_ref = fcopy_rsc(icon)
+ //if its the text path of an existing dmi file, the rsc reference returned by fcopy_rsc() will be stringifiable to a dmi path
+
+ var/rsc_ref_ref = "\ref[rsc_ref]"
+ var/rsc_ref_string = "[locate(rsc_ref_ref)]"
+
+ icon_path = rsc_ref_string
+
+ if(is_valid_dmi_file(icon_path))
+ return icon_path
+
+ return FALSE
+
+/**
+ * generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
+ * Arguments:
+ * * thing - either a /icon object, or an object that has an appearance (atom, image, mutable_appearance).
+ * * target - either a reference to or a list of references to /client's or mobs with clients
+ * * icon_state - string to force a particular icon_state for the icon to be used
+ * * dir - dir number to force a particular direction for the icon to be used
+ * * frame - what frame of the icon_state's animation for the icon being used
+ * * moving - whether or not to use a moving state for the given icon
+ * * sourceonly - if TRUE, only generate the asset and send back the asset url, instead of tags that display the icon to players
+ * * extra_clases - string of extra css classes to use when returning the icon string
+ */
+/proc/icon2html(atom/thing, client/target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE, extra_classes = null)
+ if (!thing)
+ return
+ //if(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES))
+ //return
+
+ var/key
+ var/icon/icon2collapse = thing
+
+ if (!target)
+ return
+ if (target == world)
+ target = GLOB.clients
+
+ var/list/targets
+ if (!islist(target))
+ targets = list(target)
+ else
+ targets = target
+ if(!length(targets))
+ return
+
+ //check if the given object is associated with a dmi file in the icons folder. if it is then we dont need to do a lot of work
+ //for asset generation to get around byond limitations
+ var/icon_path = get_icon_dmi_path(thing)
+
+ if (!isicon(icon2collapse))
+ if (isfile(thing)) //special snowflake
+ //var/name = SANITIZE_FILENAME("[generate_asset_name(thing)].png")
+ var/name = "[generate_asset_name(thing)].png"
+ if (!SSassets.cache[name])
+ register_asset(name, thing)
+ for (var/thing2 in targets)
+ send_asset(thing2, name)
+ if(sourceonly)
+ return get_asset_url(name)
+ return ""
+
+ //its either an atom, image, or mutable_appearance, we want its icon var
+ icon2collapse = thing.icon
+
+ if (isnull(icon_state))
+ icon_state = thing.icon_state
+ //Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
+ //if(isnull(icon_state) || (isatom(thing) && thing.flags_1 & HTML_USE_INITAL_ICON_1))
+ if(isnull(icon_state) || isatom(thing))
+ icon_state = initial(thing.icon_state)
+ if (isnull(dir))
+ dir = initial(thing.dir)
+
+ if (isnull(dir))
+ dir = thing.dir
+
+ if (ishuman(thing)) // Shitty workaround for a BYOND issue.
+ var/icon/temp = icon2collapse
+ icon2collapse = icon()
+ icon2collapse.Insert(temp, dir = SOUTH)
+ dir = SOUTH
+ else
+ if (isnull(dir))
+ dir = SOUTH
+ if (isnull(icon_state))
+ icon_state = ""
+
+ icon2collapse = icon(icon2collapse, icon_state, dir, frame, moving)
+
+ var/list/name_and_ref = generate_and_hash_rsc_file(icon2collapse, icon_path)//pretend that tuples exist
+
+ var/rsc_ref = name_and_ref[1] //weird object thats not even readable to the debugger, represents a reference to the icons rsc entry
+ var/file_hash = name_and_ref[2]
+ key = "[name_and_ref[3]].png"
+
+ if(!SSassets.cache[key])
+ register_asset(key, rsc_ref, file_hash, icon_path)
+ for (var/client_target in targets)
+ send_asset(client_target, key)
+ if(sourceonly)
+ return get_asset_url(key)
+ return ""
+
+//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
+/proc/costly_icon2html(thing, target, sourceonly = FALSE)
+ if (!thing)
+ return
+ //if(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES))
+ //return
+
+ if (isicon(thing))
+ return icon2html(thing, target)
+
+ var/icon/I = getFlatIcon(thing)
+ return icon2html(I, target, sourceonly = sourceonly)