Merge pull request #6743 from Citadel-Station-13/upstream-merge-37818
[MIRROR] Fix some missing icons
This commit is contained in:
@@ -5,7 +5,7 @@
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name = "ominous beacon"
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desc = "This looks suspicious..."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "beacon"
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icon_state = "beacon0"
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anchored = FALSE
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density = TRUE
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@@ -1,7 +1,7 @@
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/obj/effect/decal/cleanable
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gender = PLURAL
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layer = ABOVE_NORMAL_TURF_LAYER
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var/list/random_icon_states = list()
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var/list/random_icon_states = null
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var/blood_state = "" //I'm sorry but cleanable/blood code is ass, and so is blood_DNA
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var/bloodiness = 0 //0-100, amount of blood in this decal, used for making footprints and affecting the alpha of bloody footprints
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var/mergeable_decal = TRUE //when two of these are on a same tile or do we need to merge them into just one?
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@@ -27,7 +27,7 @@
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///////////Mimewalls///////////
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/obj/effect/forcefield/mime
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icon_state = "empty"
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icon_state = "nothing"
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name = "invisible wall"
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desc = "You have a bad feeling about this."
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@@ -275,8 +275,8 @@
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name = "defibrillator paddles"
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desc = "A pair of plastic-gripped paddles with flat metal surfaces that are used to deliver powerful electric shocks."
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "defibpaddles"
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item_state = "defibpaddles"
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icon_state = "defibpaddles0"
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item_state = "defibpaddles0"
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lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/medical_righthand.dmi'
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@@ -21,7 +21,7 @@
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// Special AI/pAI PDAs that cannot explode.
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/obj/item/pda/ai
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icon_state = "NONE"
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icon = null
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ttone = "data"
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fon = FALSE
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detonatable = FALSE
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@@ -840,7 +840,7 @@
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name = "card"
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desc = "a card"
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icon = 'icons/obj/toy.dmi'
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icon_state = "singlecard_nanotrasen_down"
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icon_state = "singlecard_down_nanotrasen"
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w_class = WEIGHT_CLASS_TINY
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var/cardname = null
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var/flipped = 0
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@@ -53,7 +53,7 @@
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name = "resin"
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desc = "Looks like some kind of thick resin."
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icon = 'icons/obj/smooth_structures/alien/resin_wall.dmi'
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icon_state = "resin"
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icon_state = "smooth"
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density = TRUE
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opacity = 1
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anchored = TRUE
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@@ -77,7 +77,7 @@
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name = "resin wall"
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desc = "Thick resin solidified into a wall."
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icon = 'icons/obj/smooth_structures/alien/resin_wall.dmi'
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icon_state = "wall0" //same as resin, but consistency ho!
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icon_state = "smooth" //same as resin, but consistency ho!
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resintype = "wall"
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canSmoothWith = list(/obj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane)
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@@ -88,7 +88,7 @@
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name = "resin membrane"
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desc = "Resin just thin enough to let light pass through."
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icon = 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
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icon_state = "membrane0"
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icon_state = "smooth"
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opacity = 0
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max_integrity = 160
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resintype = "membrane"
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@@ -65,6 +65,7 @@
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//------------------------------------FALLING SUPPLY POD-------------------------------------//
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/obj/effect/temp_visual/DPfall
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icon = 'icons/obj/2x2.dmi'
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icon_state = "supplypod_falling"
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pixel_x = -16
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pixel_y = -5
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pixel_z = 200
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@@ -151,6 +151,7 @@
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desc = "You get the feeling that you shouldn't be standing here."
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clockwork_desc = "A sigil that will soon erupt and smite any unenlightened nearby."
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icon = 'icons/effects/96x96.dmi'
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icon_state = ""
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pixel_x = -32
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pixel_y = -32
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layer = BELOW_MOB_LAYER
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@@ -66,7 +66,7 @@
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name = "pile of viscera"
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desc = "A repulsive pile of guts and gore."
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gender = NEUTER
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random_icon_states = list("innards")
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icon_state = "innards"
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/mob/living/simple_animal/slaughter/phasein()
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. = ..()
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@@ -831,7 +831,7 @@
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set_module = /obj/item/robot_module/janitor
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/mob/living/silicon/robot/modules/syndicate
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icon_state = "syndie_bloodhound"
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icon_state = "synd_sec"
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faction = list(ROLE_SYNDICATE)
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bubble_icon = "syndibot"
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req_access = list(ACCESS_SYNDICATE)
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@@ -859,7 +859,7 @@
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return
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/mob/living/silicon/robot/modules/syndicate/medical
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icon_state = "syndi-medi"
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icon_state = "synd_medical"
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playstyle_string = "<span class='big bold'>You are a Syndicate medical cyborg!</span><br>\
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<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
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Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
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@@ -1,7 +1,7 @@
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/obj/item/robot_module
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name = "Default"
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icon = 'icons/obj/module.dmi'
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icon_state = "std_module"
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icon_state = "std_mod"
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w_class = WEIGHT_CLASS_GIGANTIC
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item_state = "electronic"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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@@ -2,7 +2,7 @@
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name = "\improper honkbot"
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desc = "A little robot. It looks happy with its bike horn."
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icon = 'icons/mob/aibots.dmi'
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icon_state = "honkbot"
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icon_state = "honkbot1"
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density = FALSE
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anchored = FALSE
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health = 25
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@@ -436,7 +436,7 @@
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/obj/item/projectile/beam/beam_rifle
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name = "particle beam"
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icon = ""
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icon = null
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hitsound = 'sound/effects/explosion3.ogg'
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damage = 0 //Handled manually.
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damage_type = BURN
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@@ -4,7 +4,7 @@
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/obj/item/projectile/curse_hand
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name = "curse hand"
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icon_state = "cursehand"
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icon_state = "cursehand0"
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hitsound = 'sound/effects/curse4.ogg'
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layer = LARGE_MOB_LAYER
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damage_type = BURN
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@@ -19,10 +19,7 @@
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/obj/item/projectile/curse_hand/Initialize(mapload)
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. = ..()
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handedness = prob(50)
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update_icon()
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/obj/item/projectile/curse_hand/update_icon()
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icon_state = "[icon_state][handedness]"
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icon_state = "cursehand[handedness]"
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/obj/item/projectile/curse_hand/fire(setAngle)
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if(starting)
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