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Vast swathes of icon and path fixes following major removals. #818

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1 change: 0 additions & 1 deletion code/__defines/materials.dm
Expand Up @@ -46,7 +46,6 @@
#define MATERIAL_BAUXITE "bauxite"
#define MATERIAL_COPPER "copper"
#define MATERIAL_CARDBOARD "cardboard"
#define MATERIAL_CLOTH "cloth"
#define MATERIAL_CARPET "carpet"
#define MATERIAL_ALUMINIUM "aluminium"

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34 changes: 17 additions & 17 deletions code/__defines/subsystems.dm
Expand Up @@ -23,23 +23,23 @@
// Subsystems shutdown in the reverse of the order they initialize in
// The numbers just define the ordering, they are meaningless otherwise.

#define SS_INIT_GARBAGE 16
#define SS_INIT_CHEMISTRY 15
#define SS_INIT_MATERIALS 14
#define SS_INIT_PLANTS 13
#define SS_INIT_ANTAGS 12
#define SS_INIT_CULTURE 11
#define SS_INIT_ICON_UPDATE 10
#define SS_INIT_OVERLAY 9
#define SS_INIT_AO 8
#define SS_INIT_MISC 7
#define SS_INIT_SKYBOX 6
#define SS_INIT_MAPPING 5
#define SS_INIT_JOBS 4
#define SS_INIT_CHAR_SETUP 3
#define SS_INIT_CIRCUIT 2
#define SS_INIT_OPEN_SPACE 1
#define SS_INIT_ATOMS 0
#define SS_INIT_GARBAGE 18
#define SS_INIT_CHEMISTRY 17
#define SS_INIT_MATERIALS 16
#define SS_INIT_PLANTS 15
#define SS_INIT_ANTAGS 14
#define SS_INIT_CULTURE 13
#define SS_INIT_ICON_UPDATE 12
#define SS_INIT_OVERLAY 11
#define SS_INIT_AO 10
#define SS_INIT_MISC 9
#define SS_INIT_SKYBOX 8
#define SS_INIT_MAPPING 7
#define SS_INIT_JOBS 6
#define SS_INIT_CHAR_SETUP 5
#define SS_INIT_CIRCUIT 4
#define SS_INIT_OPEN_SPACE 3
#define SS_INIT_ATOMS 2
#define SS_INIT_MACHINES 1
#define SS_INIT_DEFAULT 0
#define SS_INIT_AIR -1
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2 changes: 1 addition & 1 deletion code/_macros.dm
Expand Up @@ -89,7 +89,7 @@

#define isCrowbar(A) istype(A, /obj/item/weapon/crowbar)

#define isPlunger(A) istype(A, /obj/item/clothing/mask/plunger) || istype(A, /obj/item/device/plunger/robot)
#define isPlunger(A) istype(A, /obj/item/clothing/mask/plunger) || istype(A, /obj/item/device/plunger_robot)

#define sequential_id(key) uniqueness_repository.Generate(/datum/uniqueness_generator/id_sequential, key)

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2 changes: 2 additions & 0 deletions code/controllers/subsystems/initialization/materials.dm
Expand Up @@ -40,6 +40,8 @@ SUBSYSTEM_DEF(materials)
. = ..()

/datum/controller/subsystem/materials/proc/get_material_by_name(name)
if(!name)
return null
if(!materials_by_name)
build_material_lists()
. = materials_by_name[name]
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1 change: 0 additions & 1 deletion code/controllers/subsystems/jobs.dm
Expand Up @@ -393,7 +393,6 @@ SUBSYSTEM_DEF(jobs)
to_chat(H, "<span class='warning'>Your current species, job, or whitelist status does not permit you to spawn with [thing]!</span>")
continue

world.log << "aaaa [G.slot] [G.path] [json_encode(loadout_taken_slots)] aaaa"
if(!G.slot || G.slot == slot_tie || (G.slot != slot_w_uniform && (G.slot in loadout_taken_slots)))
spawn_in_storage.Add(G)
else if(G.spawn_on_mob(H, H.client.prefs.Gear()[G.display_name]))
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51 changes: 0 additions & 51 deletions code/datums/appearances/automatic/cardborg.dm
Expand Up @@ -52,54 +52,3 @@

/decl/cardborg_appearance/standard
icon_state = "robot"

/decl/cardborg_appearance/standard/satchel1
backpack_type = /obj/item/weapon/storage/backpack/satchel

/decl/cardborg_appearance/standard/satchel2
backpack_type = /obj/item/weapon/storage/backpack/satchel/grey

/decl/cardborg_appearance/engineering
icon_state = "engineerrobot"
backpack_type = /obj/item/weapon/storage/backpack/industrial

/decl/cardborg_appearance/engineering/satchel
backpack_type = /obj/item/weapon/storage/backpack/satchel/eng

/decl/cardborg_appearance/medical
icon_state = "Medbot"
backpack_type = /obj/item/weapon/storage/backpack/medic

/decl/cardborg_appearance/medical/satchel
backpack_type = /obj/item/weapon/storage/backpack/satchel/med

/decl/cardborg_appearance/science
icon_state = "droid-science"
backpack_type = /obj/item/weapon/storage/backpack/toxins

/decl/cardborg_appearance/science/satchel
backpack_type = /obj/item/weapon/storage/backpack/satchel/tox

/decl/cardborg_appearance/security
icon_state = "securityrobot"
backpack_type = /obj/item/weapon/storage/backpack/security

/decl/cardborg_appearance/security/satchel
backpack_type = /obj/item/weapon/storage/backpack/satchel/sec

/decl/cardborg_appearance/centcom
icon_state = "centcomborg"
backpack_type = /obj/item/weapon/storage/backpack/captain

/decl/cardborg_appearance/centcom/satchel
backpack_type = /obj/item/weapon/storage/backpack/satchel/cap

/decl/cardborg_appearance/syndicate
icon_state = "droid-combat"
backpack_type = /obj/item/weapon/storage/backpack/dufflebag/syndie

/decl/cardborg_appearance/syndicate/med
backpack_type = /obj/item/weapon/storage/backpack/dufflebag/syndie/med

/decl/cardborg_appearance/syndicate/ammo
backpack_type = /obj/item/weapon/storage/backpack/dufflebag/syndie/ammo
7 changes: 1 addition & 6 deletions code/datums/outfits/equipment/backpacks.dm
Expand Up @@ -17,18 +17,13 @@
path = /obj/item/weapon/storage/backpack
is_default = TRUE

/decl/backpack_outfit/rucksack
name = "Rucksack"
path = /obj/item/weapon/storage/backpack/rucksack
flags = BACKPACK_HAS_TYPE_SELECTION

/decl/backpack_outfit/satchel
name = "Satchel"
path = /obj/item/weapon/storage/backpack/satchel

/decl/backpack_outfit/satchel/New()
..()
tweaks += new/datum/backpack_tweak/selection/specified_types_as_list(typesof(/obj/item/weapon/storage/backpack/satchel/leather) + /obj/item/weapon/storage/backpack/satchel/grey)
tweaks += new/datum/backpack_tweak/selection/specified_types_as_list(typesof(/obj/item/weapon/storage/backpack/satchel/))

/decl/backpack_outfit/messenger_bag
name = "Messenger bag"
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2 changes: 1 addition & 1 deletion code/game/atoms_movable.dm
Expand Up @@ -20,7 +20,7 @@
var/throw_range = 7
var/moved_recently = 0
var/mob/pulledby = null
var/item_state = null // Used to specify the item state for the on-mob overlays.
var/item_state = "empty" // Used to specify the item state for the on-mob overlays.
var/does_spin = TRUE // Does the atom spin when thrown (of course it does :P)

/atom/movable/Destroy()
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4 changes: 2 additions & 2 deletions code/game/objects/items/devices/flashlight.dm
Expand Up @@ -129,7 +129,7 @@
name = "penlight"
desc = "A pen-sized light, used by medical staff."
icon_state = "penlight"
item_state = ""
item_state = "empty"
obj_flags = OBJ_FLAG_CONDUCTIBLE
slot_flags = SLOT_EARS
w_class = ITEM_SIZE_TINY
Expand Down Expand Up @@ -176,7 +176,7 @@
name = "low-power flashlight"
desc = "A miniature lamp, that might be used by small robots."
icon_state = "penlight"
item_state = ""
item_state = "empty"
obj_flags = OBJ_FLAG_CONDUCTIBLE
w_class = ITEM_SIZE_TINY
flashlight_power = 0.25
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2 changes: 0 additions & 2 deletions code/game/objects/items/devices/radio/electropack.dm
Expand Up @@ -27,8 +27,6 @@
if(!user.unEquip(W) || !user.unEquip(src))
return
var/obj/item/assembly/shock_kit/A = new /obj/item/assembly/shock_kit( user )
A.icon = 'icons/obj/assemblies.dmi'

W.forceMove(A)
W.master = A
A.part1 = W
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4 changes: 2 additions & 2 deletions code/game/objects/items/devices/radio/encryptionkey.dm
@@ -1,10 +1,10 @@

/obj/item/device/encryptionkey/
/obj/item/device/encryptionkey
name = "standard encryption key"
desc = "An encryption key for a radio headset. Contains cypherkeys."
icon = 'icons/obj/radio.dmi'
icon_state = "cypherkey"
item_state = ""
item_state = "empty"
w_class = ITEM_SIZE_TINY
slot_flags = SLOT_EARS
var/translate_binary = 0
Expand Down
55 changes: 0 additions & 55 deletions code/game/objects/items/devices/radio/headset.dm
Expand Up @@ -71,10 +71,6 @@
syndie = 1
ks1type = /obj/item/device/encryptionkey/syndicate

/obj/item/device/radio/headset/syndicate/alt
icon_state = "syndie_headset"
item_state = "syndie_headset"

/obj/item/device/radio/headset/syndicate/Initialize()
. = ..()
set_frequency(SYND_FREQ)
Expand All @@ -97,23 +93,13 @@
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_sec

/obj/item/device/radio/headset/headset_sec/alt
name = "security bowman headset"
icon_state = "sec_headset_alt"
item_state = "sec_headset_alt"

/obj/item/device/radio/headset/headset_eng
name = "engineering radio headset"
desc = "When the engineers wish to chat like girls."
icon_state = "eng_headset"
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_eng

/obj/item/device/radio/headset/headset_eng/alt
name = "engineering bowman headset"
icon_state = "eng_headset_alt"
item_state = "eng_headset_alt"

/obj/item/device/radio/headset/headset_rob
name = "robotics radio headset"
desc = "Made specifically for the roboticists who cannot decide between departments."
Expand All @@ -128,11 +114,6 @@
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_med

/obj/item/device/radio/headset/headset_med/alt
name = "medical bowman headset"
icon_state = "med_headset_alt"
item_state = "med_headset_alt"

/obj/item/device/radio/headset/headset_sci
name = "science radio headset"
desc = "A sciency headset. Like usual."
Expand All @@ -154,27 +135,13 @@
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_com

/obj/item/device/radio/headset/headset_com/alt
name = "command bowman headset"
desc = "A headset with a commanding channel."
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
ks1type = /obj/item/device/encryptionkey/headset_com
max_keys = 3

/obj/item/device/radio/headset/heads/captain
name = "captain's headset"
desc = "The headset of the boss."
icon_state = "com_headset"
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/heads/captain

/obj/item/device/radio/headset/heads/captain/alt
name = "captain's bowman headset"
icon_state = "com_headset_alt"
item_state = "com_headset_alt"
max_keys = 3

/obj/item/device/radio/headset/heads/ai_integrated //No need to care about icons, it should be hidden inside the AI anyway.
name = "\improper AI subspace transceiver"
desc = "Integrated AI radio transceiver."
Expand Down Expand Up @@ -215,23 +182,13 @@
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/heads/ce

/obj/item/device/radio/headset/heads/ce/alt
name = "chief engineer's bowman headset"
icon_state = "com_headset_alt"
item_state = "com_headset_alt"

/obj/item/device/radio/headset/heads/cmo
name = "chief medical officer's headset"
desc = "The headset of the highly trained medical chief."
icon_state = "com_headset"
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/heads/cmo

/obj/item/device/radio/headset/heads/cmo/alt
name = "chief medical officer's bowman headset"
icon_state = "com_headset_alt"
item_state = "com_headset_alt"

/obj/item/device/radio/headset/heads/hop
name = "head of personnel's headset"
desc = "The headset of the guy who will one day be captain."
Expand Down Expand Up @@ -267,25 +224,13 @@
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_mining

/obj/item/device/radio/headset/headset_mining/alt
name = "mining bowman radio headset"
icon_state = "mine_headset_alt"
item_state = "mine_headset_alt"
max_keys = 3

/obj/item/device/radio/headset/headset_cargo
name = "supply radio headset"
desc = "A headset used by the box-pushers."
icon_state = "cargo_headset"
item_state = "headset"
ks1type = /obj/item/device/encryptionkey/headset_cargo

/obj/item/device/radio/headset/headset_cargo/alt
name = "supply bowman headset"
icon_state = "cargo_headset_alt"
item_state = "cargo_headset_alt"
max_keys = 3

/obj/item/device/radio/headset/entertainment
name = "actor's radio headset"
desc = "specially made to make you sound less cheesy."
Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/items/devices/spy_bug.dm
Expand Up @@ -3,7 +3,7 @@
desc = "" // Nothing to see here
icon = 'icons/obj/weapons.dmi'
icon_state = "eshield0"
item_state = "nothing"
item_state = "empty"
plane = OBJ_PLANE
layer = BELOW_TABLE_LAYER

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4 changes: 2 additions & 2 deletions code/game/objects/items/latexballoon.dm
Expand Up @@ -2,7 +2,7 @@
name = "latex glove"
desc = "A latex glove, usually used as a balloon."
icon_state = "latexballon"
item_state = "lgloves"
item_state = "gloves"
force = 0
throwforce = 0
w_class = ITEM_SIZE_SMALL
Expand All @@ -23,7 +23,7 @@
return
playsound(src, 'sound/weapons/gunshot/gunshot.ogg', 100, 1)
icon_state = "latexballon_bursted"
item_state = "lgloves"
item_state = "gloves"
loc.assume_air(air_contents)

/obj/item/latexballon/ex_act(severity)
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2 changes: 1 addition & 1 deletion code/game/objects/items/plunger.dm
Expand Up @@ -11,7 +11,7 @@
hitsound = 'sound/effects/plunger.ogg'
matter = list("steel" = 5000)

/obj/item/device/plunger/robot
/obj/item/device/plunger_robot
name = "plunger"
desc = "a plunger. It unclogs things."
icon_state = "plunger_black"
Expand Down
2 changes: 1 addition & 1 deletion code/game/objects/items/stacks/rods.dm
Expand Up @@ -77,7 +77,7 @@

place_grille(user, user.loc, src)

/obj/item/stack/rods/on_update_icon()
/obj/item/stack/material/rods/on_update_icon()
..()
if(amount == 1)
icon_state = "single-rod"
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4 changes: 3 additions & 1 deletion code/game/objects/items/stacks/sheets/leather.dm
@@ -1,8 +1,10 @@
/obj/item/stack/animalhide
icon_state = "sheet-hide"

/obj/item/stack/animalhide/human
name = "human skin"
desc = "The by-product of human farming."
singular_name = "human skin piece"
icon_state = "sheet-hide"

/obj/item/stack/animalhide/corgi
name = "corgi hide"
Expand Down