diff --git a/code/__DEFINES/atom_hud.dm b/code/__DEFINES/atom_hud.dm index e0dd2e9b6f1..a263f83e38b 100644 --- a/code/__DEFINES/atom_hud.dm +++ b/code/__DEFINES/atom_hud.dm @@ -18,7 +18,6 @@ #define PAIN_HUD "pain_hud" //displays human pain / preceived health. #define ARMOR_SUNDER_HUD "armor_sunder_hud" //displays how much sunder has been applied. #define XENO_REAGENT_HUD "xeno_reagent_hud" // displays sign based on reagent in human -#define XENO_TACTICAL_HUD "xeno_tactical_hud" // displays xeno tactical elements such as tunnels and rally hive pings #define MACHINE_HEALTH_HUD "machine_health_hud" // displays machine health; part of /datum/atom_hud/squad #define MACHINE_AMMO_HUD "machine_ammo_hud" // displays machine ammo; part of /datum/atom_hud/squad #define XENO_DEBUFF_HUD "xeno_debuff_hud" // displays xeno debuffs; part of /datum/atom_hud/xeno_debuff @@ -48,11 +47,10 @@ #define DATA_HUD_SQUAD_TERRAGOV 10 #define DATA_HUD_ORDER 11 #define DATA_HUD_MEDICAL_PAIN 12 -#define DATA_HUD_XENO_TACTICAL 13 -#define DATA_HUD_XENO_DEBUFF 14 -#define DATA_HUD_XENO_HEART 15 -#define DATA_HUD_HUNTER 16 -#define DATA_HUD_HUNTER_CLAN 17 +#define DATA_HUD_XENO_DEBUFF 13 +#define DATA_HUD_XENO_HEART 14 +#define DATA_HUD_HUNTER 15 +#define DATA_HUD_HUNTER_CLAN 16 // Notification action types diff --git a/code/_onclick/hud/screen_objects/screen_objects.dm b/code/_onclick/hud/screen_objects/screen_objects.dm index 13a5e3e75a5..46162ba22ac 100644 --- a/code/_onclick/hud/screen_objects/screen_objects.dm +++ b/code/_onclick/hud/screen_objects/screen_objects.dm @@ -511,7 +511,7 @@ /atom/movable/screen/SL_locator name = "sl locator" - icon = 'icons/Marine/marine-items.dmi' + icon = 'icons/effects/blips.dmi' icon_state = "Blue_arrow" alpha = 0 //invisible mouse_opacity = MOUSE_OPACITY_TRANSPARENT @@ -723,7 +723,7 @@ #undef AMMO_HUD_ICON_EMPTY /atom/movable/screen/arrow - icon = 'icons/Marine/marine-items.dmi' + icon = 'icons/effects/blips.dmi' mouse_opacity = MOUSE_OPACITY_TRANSPARENT screen_loc = ui_sl_dir alpha = 128 //translucent diff --git a/code/datums/atom_hud.dm b/code/datums/atom_hud.dm index c58db71fa21..6b85d65681b 100644 --- a/code/datums/atom_hud.dm +++ b/code/datums/atom_hud.dm @@ -15,7 +15,6 @@ GLOBAL_LIST_INIT_TYPED(huds, /datum/atom_hud, list( DATA_HUD_SQUAD_TERRAGOV = new /datum/atom_hud/squad, DATA_HUD_ORDER = new /datum/atom_hud/order, DATA_HUD_MEDICAL_PAIN = new /datum/atom_hud/medical/pain, - DATA_HUD_XENO_TACTICAL = new /datum/atom_hud/xeno_tactical, DATA_HUD_XENO_DEBUFF = new /datum/atom_hud/xeno_debuff, DATA_HUD_XENO_HEART = new /datum/atom_hud/xeno_heart, DATA_HUD_HUNTER = new /datum/atom_hud/hunter_hud, diff --git a/code/game/data_huds/atom_hud.dm b/code/game/data_huds/atom_hud.dm index a829b574af3..3f2f48e6116 100644 --- a/code/game/data_huds/atom_hud.dm +++ b/code/game/data_huds/atom_hud.dm @@ -48,10 +48,6 @@ /datum/atom_hud/xeno_reagents hud_icons = list(XENO_REAGENT_HUD) -///hud component for revealing tactical elements to xenos -/datum/atom_hud/xeno_tactical - hud_icons = list(XENO_TACTICAL_HUD) - ///hud component for revealing xeno specific status effect debuffs to xenos /datum/atom_hud/xeno_debuff hud_icons = list(XENO_DEBUFF_HUD) diff --git a/code/game/objects/effects/landmarks/landmarks.dm b/code/game/objects/effects/landmarks/landmarks.dm index c6dbbaef515..aba60701459 100644 --- a/code/game/objects/effects/landmarks/landmarks.dm +++ b/code/game/objects/effects/landmarks/landmarks.dm @@ -513,7 +513,7 @@ /obj/effect/landmark/xenoden_docking_port name = "xenoden docking port" - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/pinpointer.dmi' icon_state = "pinonfar" /obj/effect/landmark/xenoden_docking_port/Initialize(mapload) diff --git a/code/game/objects/effects/temporary_visuals/miscellaneous.dm b/code/game/objects/effects/temporary_visuals/miscellaneous.dm index b2122619c6a..825a8cb994e 100644 --- a/code/game/objects/effects/temporary_visuals/miscellaneous.dm +++ b/code/game/objects/effects/temporary_visuals/miscellaneous.dm @@ -152,7 +152,7 @@ GLOBAL_LIST_EMPTY(blood_particles) flick("heavyimpact", src) /obj/effect/temp_visual/order - icon = 'icons/Marine/marine-items.dmi' + icon = 'icons/effects/blips.dmi' var/icon_state_on hud_possible = list(SQUAD_HUD_TERRAGOV, SQUAD_HUD_SOM) duration = CIC_ORDER_DURATION @@ -196,7 +196,7 @@ GLOBAL_LIST_EMPTY(blood_particles) var/image/holder = hud_list[hud_type] if(!holder) return - holder.icon = 'icons/Marine/marine-items.dmi' + holder.icon = 'icons/effects/blips.dmi' holder.icon_state = icon_state_on hud_list[hud_type] = holder diff --git a/code/game/objects/effects/temporary_visuals/temporary_visual.dm b/code/game/objects/effects/temporary_visuals/temporary_visual.dm index fba9a1a80e2..1bc57a5777f 100644 --- a/code/game/objects/effects/temporary_visuals/temporary_visual.dm +++ b/code/game/objects/effects/temporary_visuals/temporary_visual.dm @@ -30,46 +30,6 @@ setDir(set_dir) return ..() - -///Image that appears at the Xeno Rally target; only Xenos can see it -/obj/effect/temp_visual/xenomorph/xeno_tracker_target - name = "xeno tracker target" - icon_state = "nothing" - duration = XENO_HEALTH_ALERT_POINTER_DURATION - mouse_opacity = MOUSE_OPACITY_TRANSPARENT - color = COLOR_RED - hud_possible = list(XENO_TACTICAL_HUD) - ///The target we're pinging and adding this effect to - var/atom/tracker_target - ///The visual effect we're attaching - var/image/holder - -/obj/effect/temp_visual/xenomorph/xeno_tracker_target/Initialize(mapload, atom/target) - . = ..() - prepare_huds() - for(var/datum/atom_hud/xeno_tactical/xeno_tac_hud in GLOB.huds) //Add to the xeno tachud - xeno_tac_hud.add_to_hud(src) - hud_set_xeno_tracker_target(target) - -/obj/effect/temp_visual/xenomorph/xeno_tracker_target/Destroy() - if(tracker_target && holder) //Check to avoid runtimes - tracker_target.overlays -= holder //remove the overlay - for(var/datum/atom_hud/xeno_tactical/xeno_tac_hud in GLOB.huds) - xeno_tac_hud.remove_from_hud(src) - tracker_target = null //null the target var - QDEL_NULL(holder) //remove the holder and null the var - return ..() - -/obj/effect/temp_visual/xenomorph/xeno_tracker_target/proc/hud_set_xeno_tracker_target(atom/target) - holder = hud_list[XENO_TACTICAL_HUD] - if(!holder) - return - holder.icon = 'icons/Marine/marine-items.dmi' - holder.icon_state = "detector_blip" - tracker_target = target - tracker_target.overlays += holder - hud_list[XENO_TACTICAL_HUD] = holder - GLOBAL_DATUM_INIT(flare_particles, /particles/flare_smoke, new) /particles/flare_smoke icon = 'icons/effects/effects.dmi' @@ -108,7 +68,7 @@ GLOBAL_DATUM_INIT(flare_particles, /particles/flare_smoke, new) animate(src, time = duration, pixel_y = 0) /obj/effect/temp_visual/dropship_flyby - icon = 'icons/Marine/dropship_prop.dmi' + icon = 'icons/obj/structures/dropship_prop.dmi' icon_state = "fighter_shadow" layer = FLY_LAYER resistance_flags = RESIST_ALL diff --git a/code/game/objects/items/binoculars.dm b/code/game/objects/items/binoculars.dm index 302d8b1e588..a859ab31ecd 100644 --- a/code/game/objects/items/binoculars.dm +++ b/code/game/objects/items/binoculars.dm @@ -1,7 +1,7 @@ /obj/item/binoculars name = "binoculars" desc = "A pair of binoculars." - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/binoculars.dmi' icon_state = "binoculars" item_icons = list( slot_l_hand_str = 'icons/mob/inhands/equipment/binoculars_left.dmi', @@ -30,7 +30,6 @@ /obj/item/binoculars/tactical name = "tactical binoculars" desc = "A pair of binoculars, with a laser targeting function." - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "range_finders" ///The cooldown after we use var/laser_cooldown = 0 diff --git a/code/game/objects/items/devices/minimap_tablet.dm b/code/game/objects/items/devices/minimap_tablet.dm index 5d645615ae6..b817366ed0a 100644 --- a/code/game/objects/items/devices/minimap_tablet.dm +++ b/code/game/objects/items/devices/minimap_tablet.dm @@ -8,7 +8,6 @@ GLOBAL_PROTECT(roles_allowed_minimap_draw) /obj/item/minimap_tablet name = "minimap tablet" desc = "A drawing tablet with included touch pen. While high command may treat you like a child, being able to plan effectively might be a worthy trade." - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "req_tablet_off" /// List of references to the tools we will be using to shape what the map looks like var/list/atom/movable/screen/drawing_tools = list( diff --git a/code/game/objects/items/devices/squad_transfer_tablet.dm b/code/game/objects/items/devices/squad_transfer_tablet.dm index 65a5a2590d3..3146fe89b5c 100644 --- a/code/game/objects/items/devices/squad_transfer_tablet.dm +++ b/code/game/objects/items/devices/squad_transfer_tablet.dm @@ -1,7 +1,6 @@ /obj/item/squad_transfer_tablet name = "squad transfer tablet" desc = "A tablet for quickly transfering the squaddies from under one incompetent squad leader to another." - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "req_tablet_off" flags_equip_slot = ITEM_SLOT_POCKET w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/devices/tablets.dm b/code/game/objects/items/devices/tablets.dm index c68189f7f64..1e928bbf219 100644 --- a/code/game/objects/items/devices/tablets.dm +++ b/code/game/objects/items/devices/tablets.dm @@ -1,7 +1,6 @@ /obj/item/hud_tablet name = "hud tablet" desc = "A tablet with a live feed to a number of headset cameras" - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "req_tablet_off" req_access = list(ACCESS_NT_CORPORATE) flags_equip_slot = ITEM_SLOT_POCKET diff --git a/code/game/objects/items/explosives/grenades/marines.dm b/code/game/objects/items/explosives/grenades/marines.dm index 9c08b7cf632..d0250959b2f 100644 --- a/code/game/objects/items/explosives/grenades/marines.dm +++ b/code/game/objects/items/explosives/grenades/marines.dm @@ -183,7 +183,6 @@ /obj/item/explosive/grenade/sticky/trailblazer/phosphorus name = "\improper M45 Phosphorus trailblazer grenade" desc = "Capsule based grenade that sticks to sufficiently hard surfaces, causing a trail of air combustable gel to form. But with phosphorus. It is set to detonate in 5 seconds." - icon = 'icons/obj/items/grenade.dmi' icon_state = "grenade_sticky_phosphorus" item_state = "grenade_sticky_phosphorus" icon_state_mini = "grenade_trailblazer_phosphorus" @@ -309,7 +308,6 @@ name = "\improper AGLS-37 HEDP grenade" desc = "A small tiny smart grenade, it is about to blow up in your face, unless you found it inert. Otherwise a pretty normal grenade, other than it is somehow in a primeable state." w_class = WEIGHT_CLASS_SMALL - icon = 'icons/obj/items/grenade.dmi' icon_state = "ags_grenade" item_state = "ags_grenade" det_time = 1 SECONDS diff --git a/code/game/objects/items/explosives/mine.dm b/code/game/objects/items/explosives/mine.dm index b7f70d30960..ddea451e9bd 100644 --- a/code/game/objects/items/explosives/mine.dm +++ b/code/game/objects/items/explosives/mine.dm @@ -11,7 +11,7 @@ Stepping directly on the mine will also blow it up /obj/item/explosive/mine name = "\improper M20 Claymore anti-personnel mine" desc = "The M20 Claymore is a directional proximity triggered anti-personnel mine designed by Armat Systems for use by the TerraGov Marine Corps." - icon = 'icons/obj/items/grenade.dmi' + icon = 'icons/obj/items/mine.dmi' icon_state = "m20" force = 5 w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/firesupport_binoculars.dm b/code/game/objects/items/firesupport_binoculars.dm index e25dad0fe29..5ec545f5a31 100644 --- a/code/game/objects/items/firesupport_binoculars.dm +++ b/code/game/objects/items/firesupport_binoculars.dm @@ -1,7 +1,6 @@ /obj/item/binoculars/fire_support name = "tactical binoculars" desc = "A pair of binoculars, used to mark targets for airstrikes and cruise missiles. Unique action to toggle mode. Ctrl+Click when using to target something." - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "range_finders" w_class = WEIGHT_CLASS_SMALL ///Faction locks this item if specified diff --git a/code/game/objects/items/marine_gear.dm b/code/game/objects/items/marine_gear.dm index 07f1d72c973..c968c2777ee 100644 --- a/code/game/objects/items/marine_gear.dm +++ b/code/game/objects/items/marine_gear.dm @@ -15,7 +15,7 @@ anchored = TRUE opacity = TRUE density = TRUE - icon = 'icons/Marine/apc.dmi' + icon = 'icons/obj/structures/broken_apc.dmi' icon_state = "apc" @@ -334,7 +334,6 @@ /obj/item/compass name = "compass" desc = "A small compass that can tell you your coordinates on use." - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "compass" w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/items/motion_detector.dm b/code/game/objects/items/motion_detector.dm index a5401b351f9..391063c1406 100644 --- a/code/game/objects/items/motion_detector.dm +++ b/code/game/objects/items/motion_detector.dm @@ -3,7 +3,7 @@ return /obj/effect/blip/edge_blip - icon = 'icons/Marine/marine-items.dmi' + icon = 'icons/effects/blips.dmi' plane = ABOVE_HUD_PLANE /// A friendly/hostile identifier var/identifier = MOTION_DETECTOR_HOSTILE @@ -35,7 +35,7 @@ . = ..() if(!operator?.client) return INITIALIZE_HINT_QDEL - blip_image = image('icons/Marine/marine-items.dmi', src, "close_blip_[identifier]") + blip_image = image('icons/effects/blips.dmi', src, "close_blip_[identifier]") blip_image.layer = BELOW_FULLSCREEN_LAYER operator.client.images += blip_image diff --git a/code/game/objects/items/pinpointer.dm b/code/game/objects/items/pinpointer.dm index ec28ba5951f..3fabfd00bd0 100644 --- a/code/game/objects/items/pinpointer.dm +++ b/code/game/objects/items/pinpointer.dm @@ -1,6 +1,6 @@ /obj/item/pinpointer name = "Xeno structure pinpointer" - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/pinpointer.dmi' icon_state = "pinoff" flags_atom = CONDUCT flags_equip_slot = ITEM_SLOT_BELT diff --git a/code/game/objects/items/stacks/barbed_wire.dm b/code/game/objects/items/stacks/barbed_wire.dm index 147f877a19b..c3cce47af48 100644 --- a/code/game/objects/items/stacks/barbed_wire.dm +++ b/code/game/objects/items/stacks/barbed_wire.dm @@ -1,8 +1,6 @@ - /obj/item/stack/barbed_wire name = "barbed wire" desc = "A spiky length of wire." - icon = 'icons/Marine/marine-items.dmi' icon_state = "barbed_wire" flags_item = NOBLUDGEON singular_name = "length" diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm index 1b12b707e9b..1538574718e 100644 --- a/code/game/objects/items/stacks/medical.dm +++ b/code/game/objects/items/stacks/medical.dm @@ -293,7 +293,6 @@ name = "combat trauma kit" singular_name = "combat trauma kit" desc = "An expensive huge kit for prolonged combat conditions. Has more space and better medicine compared to a regular one." - icon = 'icons/obj/stack_objects.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/inhands/equipment/medical_left.dmi', slot_r_hand_str = 'icons/mob/inhands/equipment/medical_right.dmi', diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 34f57187586..85ea3c3a2f1 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -26,7 +26,7 @@ new/datum/stack_recipe("windoor", /obj/structure/windoor_assembly, 5, time = 4 SECONDS, max_per_turf = STACK_RECIPE_ONE_DIRECTIONAL_PER_TILE, on_floor = TRUE, skill_req = SKILL_CONSTRUCTION_PLASTEEL)) GLOBAL_LIST_INIT(glass_radial_images, list( - "recipes" = image('icons/Marine/barricades.dmi', icon_state = "plus"), + "recipes" = image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "plus"), "directional window" = image('icons/obj/structures/windows.dmi', "window"), "fulltile window" = image('icons/obj/structures/windows.dmi', "window0"), "windoor" = image('icons/obj/doors/windoor.dmi', icon_state = "left") diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index dbef5f505bf..e4c8025bbbc 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -53,16 +53,16 @@ GLOBAL_LIST_INIT(metal_recipes, list ( \ GLOBAL_LIST_INIT(metal_radial_images, list( - "recipes" = image('icons/Marine/barricades.dmi', icon_state = "plus"), - "metal barricade" = image('icons/Marine/barricades.dmi', icon_state = "metal_0"), - "folding metal barricade" = image('icons/Marine/barricades.dmi', icon_state = "folding_metal_0"), //RUTGMC ADDON + "recipes" = image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "plus"), + "metal barricade" = image('icons/obj/structures/barricades/metal.dmi', icon_state = "metal_0"), + "folding metal barricade" = image('icons/obj/structures/barricades/folding_metal.dmi', icon_state = "folding_metal_0"), "razorwire" = image('icons/obj/structures/barbedwire.dmi', icon_state = "barbedwire_assembly"), - "barbedwire" = image('icons/Marine/marine-items.dmi', icon_state = "barbed_wire") + "barbedwire" = image('icons/obj/stack_objects.dmi', icon_state = "barbed_wire") )) GLOBAL_LIST_INIT(plasteel_radial_images, list( - "plasteel barricade" = image('icons/Marine/barricades.dmi', icon_state = "new_plasteel_0"), - "folding plasteel barricade" = image('icons/Marine/barricades.dmi', icon_state = "plasteel_closed_0"), + "plasteel barricade" = image('icons/obj/structures/barricades/new_plasteel.dmi', icon_state = "new_plasteel_0"), + "folding plasteel barricade" = image('icons/obj/structures/barricades/plasteel.dmi', icon_state = "plasteel_closed_0"), )) GLOBAL_LIST_INIT(plasteel_recipes, list ( \ @@ -189,8 +189,8 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ )) GLOBAL_LIST_INIT(wood_radial_images, list( - "recipes" = image('icons/Marine/barricades.dmi', icon_state = "plus"), - "barricade" = image('icons/Marine/barricades.dmi', icon_state = "wooden"), + "recipes" = image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "plus"), + "barricade" = image('icons/obj/structures/barricades/misc.dmi', icon_state = "wooden"), "chair" = image('icons/obj/objects.dmi', icon_state = "wooden_chair"), "tile" = image('icons/obj/stack_objects.dmi', icon_state = "tile-wood"), "crate" = image('icons/obj/structures/crates.dmi', icon_state = "secure_crate") diff --git a/code/game/objects/items/storage/holsters.dm b/code/game/objects/items/storage/holsters.dm index d2455f55d63..d0bf8a515ab 100644 --- a/code/game/objects/items/storage/holsters.dm +++ b/code/game/objects/items/storage/holsters.dm @@ -517,7 +517,7 @@ flags_storage = BYPASS_CRYO_CHECK storage_slots = 28 max_storage_space = 28 - icon = 'icons/Marine/marine-pouches.dmi' + icon = 'icons/obj/items/storage/pouches.dmi' icon_state = "flare" storage_type_limits = list(/obj/item/weapon/gun/grenade_launcher/single_shot/flare = 1) can_hold = list( diff --git a/code/game/objects/items/storage/pouch.dm b/code/game/objects/items/storage/pouch.dm index 78b3d92c2fb..29613be4dbf 100644 --- a/code/game/objects/items/storage/pouch.dm +++ b/code/game/objects/items/storage/pouch.dm @@ -1,6 +1,6 @@ /obj/item/storage/pouch name = "abstract pouch" - icon = 'icons/Marine/marine-pouches.dmi' + icon = 'icons/obj/items/storage/pouches.dmi' icon_state = "small_drop" w_class = WEIGHT_CLASS_BULKY //does not fit in backpack max_w_class = WEIGHT_CLASS_SMALL diff --git a/code/game/objects/items/storage/reagent_pouch.dm b/code/game/objects/items/storage/reagent_pouch.dm index ebd86f3eb62..7fca7f8f1cc 100644 --- a/code/game/objects/items/storage/reagent_pouch.dm +++ b/code/game/objects/items/storage/reagent_pouch.dm @@ -3,7 +3,7 @@ /obj/item/reagent_containers/glass/reagent_canister // See the Reagent Canister Pouch, this is just the container name = "pressurized reagent container" desc = "A pressurized container. The inner part of a pressurized reagent canister pouch. Too large to fit in anything but the pouch it comes with." - icon = 'icons/Marine/marine-pouches.dmi' + icon = 'icons/obj/items/storage/pouches.dmi' icon_state = "r_canister" item_icons = list( slot_l_hand_str = 'icons/mob/inhands/equipment/tanks_left.dmi', @@ -91,19 +91,19 @@ /obj/item/storage/pouch/pressurized_reagent_pouch/update_overlays() . = ..() if(!inner) - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_pouch_0") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_pouch_0") return - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_canister") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_canister") var/percentage = round((inner.reagents.total_volume/inner.reagents.maximum_volume)*100) switch(percentage) if(0) - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_pouch_0") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_pouch_0") if(1 to 33) - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_pouch_1") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_pouch_1") if(34 to 66) - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_pouch_2") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_pouch_2") if(67 to 100) - . += image('icons/Marine/marine-pouches.dmi', src, "reagent_pouch_3") + . += image('icons/obj/items/storage/pouches.dmi', src, "reagent_pouch_3") /obj/item/storage/pouch/pressurized_reagent_pouch/AltClick(mob/user) if(!remove_canister(user)) diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm index c141b71041e..a08c1df4ef0 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -384,7 +384,7 @@ /obj/item/weapon/twohanded/spear/tactical/tacticool name = "M-23 TACTICOOL spear" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' desc = "A TACTICOOL spear. Used for TACTICOOLNESS in combat." /obj/item/weapon/twohanded/spear/tactical/tacticool/Initialize(mapload) diff --git a/code/game/objects/items/whistle.dm b/code/game/objects/items/whistle.dm index e29e036aca2..b149e530288 100644 --- a/code/game/objects/items/whistle.dm +++ b/code/game/objects/items/whistle.dm @@ -1,6 +1,5 @@ /obj/item/whistle name = "\improper whistle" - icon = 'icons/Marine/marine-navigation.dmi' desc = "A metal pea-whistle. Can be blown while held, or worn in the mouth" icon_state = "whistle" w_class = WEIGHT_CLASS_TINY diff --git a/code/game/objects/machinery/cic_maptable.dm b/code/game/objects/machinery/cic_maptable.dm index 536f7103c23..d295ec40148 100644 --- a/code/game/objects/machinery/cic_maptable.dm +++ b/code/game/objects/machinery/cic_maptable.dm @@ -149,7 +149,7 @@ tool.UnregisterSignal(user, list(COMSIG_MOB_MOUSEDOWN, COMSIG_MOB_MOUSEUP)) /obj/machinery/cic_maptable/drawable/big - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' layer = ABOVE_OBJ_LAYER pixel_x = -16 pixel_y = -14 diff --git a/code/game/objects/machinery/computer/camera_console.dm b/code/game/objects/machinery/computer/camera_console.dm index ca2ff7302f9..5b40f88d441 100644 --- a/code/game/objects/machinery/computer/camera_console.dm +++ b/code/game/objects/machinery/computer/camera_console.dm @@ -235,7 +235,7 @@ name = "abstract dropship camera computer" desc = "A computer to monitor cameras linked to the dropship." density = TRUE - icon = 'icons/Marine/shuttle-parts.dmi' + icon = 'icons/obj/machines/shuttle_console.dmi' icon_state = "consoleleft" screen_overlay = "consoleleft_emissive" circuit = null diff --git a/code/game/objects/machinery/computer/dropship_weapons.dm b/code/game/objects/machinery/computer/dropship_weapons.dm index 463df4e343a..a8998b4b29b 100644 --- a/code/game/objects/machinery/computer/dropship_weapons.dm +++ b/code/game/objects/machinery/computer/dropship_weapons.dm @@ -3,7 +3,7 @@ name = "abstract dropship weapons controls" desc = "A computer to manage equipments and weapons installed on the dropship." density = TRUE - icon = 'icons/Marine/shuttle-parts.dmi' + icon = 'icons/obj/machines/shuttle_console.dmi' icon_state = "consoleright" screen_overlay = "consoleright_emissive" circuit = null diff --git a/code/game/objects/machinery/fuelcell_recycler.dm b/code/game/objects/machinery/fuelcell_recycler.dm index 5d7050c77cb..b4690b5c698 100644 --- a/code/game/objects/machinery/fuelcell_recycler.dm +++ b/code/game/objects/machinery/fuelcell_recycler.dm @@ -1,7 +1,7 @@ /obj/machinery/fuelcell_recycler name = "fuel cell recycler" desc = "A large machine with whirring fans and two cylindrical holes in the top. Used to regenerate fuel cells." - icon = 'icons/Marine/fusion_eng.dmi' + icon = 'icons/obj/machines/fusion_engine.dmi' icon_state = "recycler" anchored = TRUE density = TRUE diff --git a/code/game/objects/machinery/line_nexter.dm b/code/game/objects/machinery/line_nexter.dm index 9ae04bc0a4e..e20fe0625e4 100644 --- a/code/game/objects/machinery/line_nexter.dm +++ b/code/game/objects/machinery/line_nexter.dm @@ -2,7 +2,7 @@ /obj/machinery/line_nexter name = "Turnstile" desc = "a one way barrier combined with a bar to pull people out of line." - icon = 'icons/Marine/barricades.dmi' + icon = 'icons/obj/structures/barricades/misc.dmi' density = TRUE icon_state = "turnstile" anchored = TRUE diff --git a/code/game/objects/machinery/minelayer.dm b/code/game/objects/machinery/minelayer.dm index 796b63d617e..2995cee2dd2 100644 --- a/code/game/objects/machinery/minelayer.dm +++ b/code/game/objects/machinery/minelayer.dm @@ -1,7 +1,7 @@ /obj/item/minelayer name = "\improper M21 APRDS \"Minelayer\"" desc = "Anti-Personnel Rapid Deploy System, APRDS for short, is a device designed to quickly deploy M20 mines in large quantities. WARNING: Operating in tight places or existing mine fields will result in reduced efficiency." - icon = 'icons/Marine/marine-items.dmi' + icon = 'icons/obj/items/mine.dmi' icon_state = "minelayer" max_integrity = 200 flags_item = IS_DEPLOYABLE diff --git a/code/game/objects/machinery/mortar.dm b/code/game/objects/machinery/mortar.dm index 54a2abec304..4f9149f451b 100644 --- a/code/game/objects/machinery/mortar.dm +++ b/code/game/objects/machinery/mortar.dm @@ -462,7 +462,7 @@ /obj/item/mortar_kit name = "\improper TA-50S mortar" desc = "A manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Needs to be set down first to fire. Ctrl+Click on a tile to deploy, drag the mortar's sprites to mob's sprite to undeploy." - icon = 'icons/Marine/mortar.dmi' + icon = 'icons/obj/artillery/mortar.dmi' icon_state = "mortar" max_integrity = 200 soft_armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 15, BIO = 100, FIRE = 0, ACID = 0) @@ -494,6 +494,7 @@ name = "\improper TA-55DB mortar" desc = "A manual, crew-operated mortar system intended to rain down 80mm goodness on anything it's aimed at. Needs to be set down first to fire. This one is a double barreled mortar that can hold 4 rounds usually fitted in TAV's." icon_state = "mortar_db" + icon = 'icons/obj/artillery/mortar_double.dmi' max_integrity = 400 flags_item = IS_DEPLOYABLE|TWOHANDED|DEPLOYED_NO_PICKUP|DEPLOY_ON_INITIALIZE w_class = WEIGHT_CLASS_HUGE @@ -513,7 +514,7 @@ /obj/item/mortar_kit/howitzer name = "\improper TA-100Y howitzer" desc = "A manual, crew-operated and towable howitzer, will rain down 150mm laserguided and accurate shells on any of your foes." - icon = 'icons/Marine/howitzer.dmi' + icon = 'icons/obj/artillery/howitzer.dmi' icon_state = "howitzer" max_integrity = 400 flags_item = IS_DEPLOYABLE|TWOHANDED|DEPLOYED_NO_PICKUP|DEPLOY_ON_INITIALIZE @@ -600,6 +601,7 @@ name = "\improper TA-40L multiple rocket launcher system" desc = "A manual, crew-operated and towable multiple rocket launcher system piece used by the TerraGov Marine Corps, it is meant to saturate an area with munitions to total up to large amounts of firepower, it thus has high scatter when firing to accomplish such a task. Fires in only bursts of up to 16 rockets, it can hold 32 rockets in total. Uses 60mm Rockets." icon_state = "mlrs" + icon = 'icons/obj/artillery/mlrs.dmi' max_integrity = 400 flags_item = IS_DEPLOYABLE|TWOHANDED|DEPLOYED_NO_PICKUP|DEPLOY_ON_INITIALIZE w_class = WEIGHT_CLASS_HUGE @@ -691,7 +693,7 @@ /obj/item/mortal_shell name = "\improper 80mm mortar shell" desc = "An unlabeled 80mm mortar shell, probably a casing." - icon = 'icons/Marine/mortar.dmi' + icon = 'icons/obj/items/ammo/stationary.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/inhands/weapons/ammo_left.dmi', slot_r_hand_str = 'icons/mob/inhands/weapons/ammo_right.dmi', @@ -735,7 +737,7 @@ /obj/item/mortal_shell/howitzer name = "\improper 150mm artillery shell" desc = "An unlabeled 150mm shell, probably a casing." - icon = 'icons/Marine/howitzer.dmi' + icon = 'icons/obj/items/ammo/stationary.dmi' icon_state = "howitzer_ammo" w_class = WEIGHT_CLASS_BULKY @@ -792,7 +794,6 @@ /obj/structure/closet/crate/mortar_ammo name = "\improper T-50S mortar ammo crate" desc = "A crate containing live mortar shells with various payloads. DO NOT DROP. KEEP AWAY FROM FIRE SOURCES." - icon = 'icons/Marine/mortar.dmi' icon_state = "closed_mortar_crate" icon_opened = "open_mortar_crate" icon_closed = "closed_mortar_crate" @@ -967,7 +968,7 @@ /obj/item/mortar_kit/knee name = "\improper TA-10 knee mortar" desc = "A manual, crew-operated mortar system intended to rain down 50mm shells on anything it's aimed at, typically best known as a 'Knee' mortar. Cannot be actually fired from your kneecaps, so it needs to be set down first to fire. Has a light payload, but an extremely high rate of fire." - icon = 'icons/Marine/mortar.dmi' + icon = 'icons/obj/artillery/knee_mortar.dmi' icon_state = "knee_mortar" max_integrity = 250 w_class = WEIGHT_CLASS_NORMAL @@ -991,7 +992,6 @@ /obj/item/mortal_shell/knee name = "\improper 50mm high explosive mortar shell" desc = "An 50mm mortar shell, loaded with a high explosive charge." - icon = 'icons/Marine/mortar.dmi' icon_state = "knee_mortar_he" w_class = WEIGHT_CLASS_TINY ammo_type = /datum/ammo/mortar/knee diff --git a/code/game/objects/machinery/squad_supply/supply_beacon.dm b/code/game/objects/machinery/squad_supply/supply_beacon.dm index ebb1e9a8f73..ff6dfdacc0e 100644 --- a/code/game/objects/machinery/squad_supply/supply_beacon.dm +++ b/code/game/objects/machinery/squad_supply/supply_beacon.dm @@ -102,7 +102,7 @@ /obj/item/beacon/supply_beacon name = "supply beacon" desc = "A rugged, glorified laser pointer capable of sending a beam into space. Activate and throw this to call for a supply drop." - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/beacon.dmi' icon_state = "motion0" icon_activated = "motion2" activation_time = 60 @@ -166,7 +166,7 @@ /obj/item/beacon/orbital_bombardment_beacon name = "orbital beacon" desc = "A bulky device that fires a beam up to an orbiting vessel to send local coordinates." - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/beacon.dmi' icon_state = "motion4" icon_activated = "motion1" underground_signal = FALSE diff --git a/code/game/objects/structures/barricade.dm b/code/game/objects/structures/barricade.dm index 41229db0680..f1d98640325 100644 --- a/code/game/objects/structures/barricade.dm +++ b/code/game/objects/structures/barricade.dm @@ -1,5 +1,5 @@ /obj/structure/barricade - icon = 'icons/Marine/barricades.dmi' + icon = 'icons/obj/structures/barricades/misc.dmi' climbable = TRUE anchored = TRUE density = TRUE @@ -214,9 +214,9 @@ . = ..() if(is_wired) if(!closed) - . += image('icons/Marine/barricades.dmi', icon_state = "[barricade_type]_wire") + . += image(icon, icon_state = "[barricade_type]_wire") else - . += image('icons/Marine/barricades.dmi', icon_state = "[barricade_type]_closed_wire") + . += image(icon, icon_state = "[barricade_type]_closed_wire") /obj/structure/barricade/effect_smoke(obj/effect/particle_effect/smoke/S) . = ..() @@ -262,6 +262,7 @@ name = "snow barricade" desc = "A mound of snow shaped into a sloped wall. Statistically better than thin air as cover." icon_state = "snow_0" + icon = 'icons/obj/structures/barricades/sandbag.dmi' barricade_type = "snow" max_integrity = 75 stack_type = /obj/item/stack/snow @@ -387,6 +388,7 @@ name = "metal barricade" desc = "A sturdy and easily assembled barricade made of metal plates, often used for quick fortifications. Use a blowtorch to repair." icon_state = "metal_0" + icon = 'icons/obj/structures/barricades/metal.dmi' max_integrity = 200 //4 sheets soft_armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 80, ACID = 40) coverage = 128 @@ -422,11 +424,11 @@ damage_state = 0 switch(barricade_upgrade_type) if(CADE_TYPE_BOMB) - . += image('icons/Marine/barricades.dmi', icon_state = "+explosive_upgrade_[damage_state]") + . += image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "+explosive_upgrade_[damage_state]") if(CADE_TYPE_MELEE) - . += image('icons/Marine/barricades.dmi', icon_state = "+brute_upgrade_[damage_state]") + . += image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "+brute_upgrade_[damage_state]") if(CADE_TYPE_ACID) - . += image('icons/Marine/barricades.dmi', icon_state = "+burn_upgrade_[damage_state]") + . += image('icons/obj/structures/barricades/upgrades.dmi', icon_state = "+burn_upgrade_[damage_state]") /obj/structure/barricade/metal/attackby(obj/item/I, mob/user, params) . = ..() @@ -482,7 +484,11 @@ balloon_alert(user, "You need at least [CADE_UPGRADE_REQUIRED_SHEETS] metal to upgrade") return FALSE - var/static/list/cade_types = list(CADE_TYPE_BOMB = image(icon = 'icons/Marine/barricades.dmi', icon_state = "explosive_obj"), CADE_TYPE_MELEE = image(icon = 'icons/Marine/barricades.dmi', icon_state = "brute_obj"), CADE_TYPE_ACID = image(icon = 'icons/Marine/barricades.dmi', icon_state = "burn_obj")) + var/static/list/cade_types = list( + CADE_TYPE_BOMB = image(icon = 'icons/obj/structures/barricades/upgrades.dmi',icon_state = "explosive_obj"), + CADE_TYPE_MELEE = image(icon = 'icons/obj/structures/barricades/upgrades.dmi', icon_state = "brute_obj"), + CADE_TYPE_ACID = image(icon = 'icons/obj/structures/barricades/upgrades.dmi', icon_state = "burn_obj") + ) var/choice = show_radial_menu(user, src, cade_types, require_near = TRUE, tooltips = TRUE) if(!choice) @@ -696,6 +702,7 @@ name = "plasteel barricade" desc = "A very sturdy barricade made out of plasteel panels, the pinnacle of strongpoints. Use a blowtorch to repair. Can be flipped down to create a path." icon_state = "plasteel_closed_0" + icon = 'icons/obj/structures/barricades/plasteel.dmi' max_integrity = 500 soft_armor = list(MELEE = 0, BULLET = 45, LASER = 45, ENERGY = 45, BOMB = 30, BIO = 100, FIRE = 80, ACID = 55) coverage = 128 @@ -933,7 +940,7 @@ for(var/direction in GLOB.cardinals) for(var/obj/structure/barricade/plasteel/cade in get_step(src, direction)) if(((dir & (NORTH|SOUTH) && get_dir(src, cade) & (EAST|WEST)) || (dir & (EAST|WEST) && get_dir(src, cade) & (NORTH|SOUTH))) && dir == cade.dir && cade.linked && cade.closed == closed) - . += image('icons/Marine/barricades.dmi', icon_state = "[barricade_type]_[closed ? "closed" : "open"]_connection_[get_dir(src, cade)]") + . += image(icon, icon_state = "[barricade_type]_[closed ? "closed" : "open"]_connection_[get_dir(src, cade)]") /*----------------------*/ // SANDBAGS @@ -943,6 +950,7 @@ name = "sandbag barricade" desc = "A bunch of bags filled with sand, stacked into a small wall. Surprisingly sturdy, albeit labour intensive to set up. Trusted to do the job since 1914." icon_state = "sandbag_0" + icon = 'icons/obj/structures/barricades/sandbag.dmi' max_integrity = 300 soft_armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 100, FIRE = 80, ACID = 40) coverage = 128 @@ -1005,6 +1013,7 @@ /obj/structure/barricade/metal/deployable icon_state = "folding_0" + icon = 'icons/obj/structures/barricades/folding.dmi' max_integrity = 300 coverage = 100 barricade_type = "folding" @@ -1073,6 +1082,7 @@ name = "concrete barricade" desc = "A short wall made of reinforced concrete. It looks like it can take a lot of punishment." icon_state = "concrete_0" + icon = 'icons/obj/structures/barricades/concrete.dmi' coverage = 100 max_integrity = 500 soft_armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 40, BIO = 100, FIRE = 100, ACID = 20) @@ -1096,6 +1106,7 @@ name = "plasteel barricade" desc = "A sturdy and heavily assembled barricade made of plasteel plates. Use a blowtorch to repair." icon_state = "new_plasteel_0" + icon = 'icons/obj/structures/barricades/new_plasteel.dmi' max_integrity = 550 //4 sheets soft_armor = list(MELEE = 0, BULLET = 45, LASER = 45, ENERGY = 45, BOMB = 35, BIO = 100, FIRE = 80, ACID = 55) stack_type = /obj/item/stack/sheet/plasteel @@ -1111,6 +1122,7 @@ name = "folding metal barricade" desc = "A folding barricade made out of metal, making it slightly weaker than a normal metal barricade. Use a blowtorch to repair. Can be flipped down to create a path." icon_state = "folding_metal_closed_0" + icon = 'icons/obj/structures/barricades/folding_metal.dmi' max_integrity = 225 //6 sheets soft_armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 100, FIRE = 80, ACID = 40) stack_type = /obj/item/stack/sheet/metal @@ -1189,4 +1201,4 @@ icon_state = "handrail_strata" name = "handrail" barricade_type = "handrail" - icon = 'icons/Marine/barricades.dmi' + icon = 'icons/obj/structures/barricades/misc.dmi' diff --git a/code/game/objects/structures/campaign_props.dm b/code/game/objects/structures/campaign_props.dm index c0beb09ae24..7187d9ea76b 100644 --- a/code/game/objects/structures/campaign_props.dm +++ b/code/game/objects/structures/campaign_props.dm @@ -1,7 +1,7 @@ /obj/structure/prop/som_fighter name = "\improper Harbinger" desc = "A state of the art Harbinger class fighter. The premier fighter for SOM forces in space and atmosphere, bristling with high tech systems and weapons." - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' icon_state = "SOM_fighter" pixel_x = -33 pixel_y = -10 diff --git a/code/game/objects/structures/cas_plane_parts.dm b/code/game/objects/structures/cas_plane_parts.dm index 9906f0fa0ba..81bc3ed9a6f 100644 --- a/code/game/objects/structures/cas_plane_parts.dm +++ b/code/game/objects/structures/cas_plane_parts.dm @@ -1,7 +1,7 @@ //Use turfs for solid parts BUT use structures otherwise so we can see through /turf/closed/shuttle/cas name = "\improper Condor Jet" - icon = 'icons/Marine/casship.dmi' + icon = 'icons/obj/structures/cas/ship.dmi' icon_state = "1" appearance_flags = TILE_BOUND|KEEP_TOGETHER layer = OBJ_LAYER @@ -81,10 +81,10 @@ /turf/closed/shuttle/cas/computer/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "7", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "7", ABOVE_MOB_LAYER) overlay.pixel_x = -32 add_overlay(overlay) - overlay = image('icons/Marine/casship.dmi', src, "2", ABOVE_MOB_LAYER) + overlay = image('icons/obj/structures/cas/ship.dmi', src, "2", ABOVE_MOB_LAYER) overlay.pixel_x = 32 add_overlay(overlay) @@ -93,10 +93,10 @@ /turf/closed/shuttle/cas/centertop/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "5", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "5", ABOVE_MOB_LAYER) overlay.pixel_x = -32 add_overlay(overlay) - overlay = image('icons/Marine/casship.dmi', src, "4", ABOVE_MOB_LAYER) + overlay = image('icons/obj/structures/cas/ship.dmi', src, "4", ABOVE_MOB_LAYER) overlay.pixel_x = 32 add_overlay(overlay) @@ -105,10 +105,10 @@ /turf/closed/shuttle/cas/centertop2/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "27", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "27", ABOVE_MOB_LAYER) overlay.pixel_x = -32 add_overlay(overlay) - overlay = image('icons/Marine/casship.dmi', src, "12", ABOVE_MOB_LAYER) + overlay = image('icons/obj/structures/cas/ship.dmi', src, "12", ABOVE_MOB_LAYER) overlay.pixel_x = 32 add_overlay(overlay) @@ -117,10 +117,10 @@ /turf/closed/shuttle/cas/leftwingfar/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "32", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "32", ABOVE_MOB_LAYER) overlay.pixel_y = 32 add_overlay(overlay) - overlay = image('icons/Marine/casship.dmi', src, "34", ABOVE_MOB_LAYER) + overlay = image('icons/obj/structures/cas/ship.dmi', src, "34", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -129,7 +129,7 @@ /turf/closed/shuttle/cas/leftwingmid/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "35", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "35", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -138,7 +138,7 @@ /turf/closed/shuttle/cas/leftwingclose/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "36", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "36", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -147,10 +147,10 @@ /turf/closed/shuttle/cas/rightwingfar/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "17", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "17", ABOVE_MOB_LAYER) overlay.pixel_y = 32 add_overlay(overlay) - overlay = image('icons/Marine/casship.dmi', src, "76", ABOVE_MOB_LAYER) + overlay = image('icons/obj/structures/cas/ship.dmi', src, "76", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -159,7 +159,7 @@ /turf/closed/shuttle/cas/rightwingmid/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "23", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "23", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -168,7 +168,7 @@ /turf/closed/shuttle/cas/rightwingclose/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "24", ABOVE_MOB_LAYER) + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "24", ABOVE_MOB_LAYER) overlay.pixel_y = -32 add_overlay(overlay) @@ -176,7 +176,7 @@ ///Base cas plane structure, we use this instead of turfs if we want to peek onto the turfs below /obj/structure/caspart name = "\improper Condor Jet" - icon = 'icons/Marine/casship.dmi' + icon = 'icons/obj/structures/cas/ship.dmi' icon_state = "2" layer = OBJ_LAYER resistance_flags = RESIST_ALL @@ -191,7 +191,7 @@ /obj/structure/caspart/leftprong/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "29") + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "29") overlay.pixel_y = 32 add_overlay(overlay) @@ -200,7 +200,7 @@ /obj/structure/caspart/rightprong/Initialize(mapload) . = ..() - var/image/overlay = image('icons/Marine/casship.dmi', src, "14") + var/image/overlay = image('icons/obj/structures/cas/ship.dmi', src, "14") overlay.pixel_y = 32 add_overlay(overlay) diff --git a/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm index 8c2a55b0fd4..36e1f5c5c49 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/cm_closets.dm @@ -30,7 +30,6 @@ name = "captain's secure box" req_access = list(ACCESS_MARINE_CAPTAIN) desc = "You could probably get court-marshaled just by looking at this..." - icon = 'icons/Marine/Marine_Lockers.dmi' icon_state = "commander_safe" icon_opened = "commander_safe_open" icon_closed = "commander_safe" diff --git a/code/game/objects/structures/dropship_ammo.dm b/code/game/objects/structures/dropship_ammo.dm index ae794e9adf1..9c115ad653d 100644 --- a/code/game/objects/structures/dropship_ammo.dm +++ b/code/game/objects/structures/dropship_ammo.dm @@ -1,5 +1,5 @@ /obj/structure/ship_ammo - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' density = TRUE anchored = TRUE climbable = TRUE @@ -262,7 +262,7 @@ name = "Railgun Ammo" desc = "This is not meant to exist. Moving this will require some sort of lifter." icon_state = "30mm_crate_hv" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' equipment_type = /obj/structure/dropship_equipment/cas/weapon/minirocket_pod ammo_count = 400 max_ammo_count = 400 @@ -352,7 +352,7 @@ /obj/structure/ship_ammo/cas/rocket name = "abstract rocket" icon_state = "single" - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' equipment_type = /obj/structure/dropship_equipment/cas/weapon/rocket_pod ammo_count = 1 max_ammo_count = 1 @@ -482,7 +482,7 @@ name = "RGA-13A 'Sting'" desc = "Old unguided rockets found in the strategic warehouses of the UPP combat airfield. Moving this will require some sort of lifter." icon_state = "unguided_rocket" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' equipment_type = /obj/structure/dropship_equipment/cas/weapon/unguided_rocket_pod ammo_count = 12 max_ammo_count = 12 @@ -515,7 +515,7 @@ name = "MGA-112A 'Candies'" desc = "A pack of explosive mini rockets. Moving this will require some sort of lifter." icon_state = "minirocket" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' equipment_type = /obj/structure/dropship_equipment/cas/weapon/minirocket_pod ammo_count = 6 max_ammo_count = 6 diff --git a/code/game/objects/structures/dropship_equipment.dm b/code/game/objects/structures/dropship_equipment.dm index eceb4cb2580..1da4a90b0d0 100644 --- a/code/game/objects/structures/dropship_equipment.dm +++ b/code/game/objects/structures/dropship_equipment.dm @@ -2,7 +2,7 @@ name = "equipment attach point" desc = "A place where heavy equipment can be installed with a powerloader." anchored = TRUE - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "equip_base" layer = ABOVE_OBJ_LAYER dir = NORTH @@ -77,7 +77,7 @@ /obj/effect/attach_point/weapon/cas ship_tag = SHUTTLE_CAS_DOCK base_category = DROPSHIP_WEAPON_CAS - icon = 'icons/Marine/casship.dmi' + icon = 'icons/obj/structures/cas/ship.dmi' icon_state = "15" /obj/effect/attach_point/weapon/cas/left @@ -127,7 +127,7 @@ /obj/effect/attach_point/fuel name = "engine system attach point" - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "fuel_base" base_category = DROPSHIP_FUEL_EQP @@ -155,7 +155,7 @@ /obj/structure/dropship_equipment density = TRUE anchored = TRUE - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' climbable = TRUE layer = ABOVE_OBJ_LAYER //so they always appear above attach points when installed resistance_flags = XENO_DAMAGEABLE @@ -543,7 +543,7 @@ ////////////////////////////////// FUEL EQUIPMENT ///////////////////////////////// /obj/structure/dropship_equipment/fuel - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' equip_category = DROPSHIP_FUEL_EQP @@ -630,7 +630,7 @@ /obj/structure/dropship_equipment/cas/weapon name = "abstract weapon" - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' equip_category = DROPSHIP_WEAPON_CAS bound_width = 32 bound_height = 64 @@ -753,7 +753,7 @@ name = "unguided rocket pod" icon_state = "unguided_rocket" desc = "an unguided high-explosive rocket pod. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' firing_sound = 'sound/weapons/unguided_rocket.ogg' firing_delay = 2 point_cost = 450 @@ -780,7 +780,7 @@ name = "minirocket pod" icon_state = "minirocket_pod" desc = "A mini rocket pod capable of launching six laser-guided mini rockets. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' firing_sound = 'sound/weapons/gunship_rocketpod.ogg' firing_delay = 10 //1 seconds point_cost = 450 @@ -805,7 +805,7 @@ name = "laser beam gun" icon_state = "laser_beam" desc = "State of the art technology recently acquired by the TGMC, it fires a battery-fed pulsed laser beam at near lightspeed setting on fire everything it touches. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' firing_sound = 'sound/weapons/gunship_laser.ogg' firing_delay = 50 //5 seconds point_cost = 750 @@ -828,7 +828,7 @@ name = "launch bay" icon_state = "launch_bay" desc = "A launch bay to drop special ordnance. Fits inside the dropship's crew weapon emplacement. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' firing_sound = 'sound/weapons/guns/fire/gunshot.ogg' firing_delay = 10 //1 seconds equip_category = DROPSHIP_CREW_WEAPON //fits inside the central spot of the dropship @@ -886,7 +886,7 @@ name = "bomb pod" icon_state = "bomb_pod" desc = "A bomb pod capable of launching several large bombs. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' firing_sound = 'sound/weapons/bombdrop_sound.ogg' firing_delay = 2 SECONDS point_cost = 450 diff --git a/code/game/objects/structures/orbital_cannon.dm b/code/game/objects/structures/orbital_cannon.dm index c496eecdc0f..a6707e983b3 100644 --- a/code/game/objects/structures/orbital_cannon.dm +++ b/code/game/objects/structures/orbital_cannon.dm @@ -258,7 +258,7 @@ /obj/structure/orbital_tray name = "loading tray" desc = "The orbital cannon's loading tray." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "cannon_tray" density = TRUE anchored = TRUE @@ -341,7 +341,7 @@ density = TRUE anchored = TRUE climbable = TRUE - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' resistance_flags = XENO_DAMAGEABLE interaction_flags = INTERACT_OBJ_DEFAULT|INTERACT_POWERLOADER_PICKUP_ALLOWED_BYPASS_ANCHOR coverage = 100 diff --git a/code/game/objects/structures/prop.dm b/code/game/objects/structures/prop.dm index f176732ce41..070f7cf2511 100644 --- a/code/game/objects/structures/prop.dm +++ b/code/game/objects/structures/prop.dm @@ -11,7 +11,7 @@ /obj/item/prop/mainship name = "GENERIC SHIP PROP" desc = "THIS SHOULDN'T BE VISIBLE, AHELP 'ART-P03' IF SEEN IN ROUND WITH LOCATION" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "hangarbox" /obj/machinery/prop/mainship @@ -114,7 +114,7 @@ /obj/structure/prop/mainship/dnascanner name = "\improper DNA scanner" desc = "It scans DNA structures." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "scanner" /obj/structure/prop/mainship/gateway @@ -132,7 +132,7 @@ /obj/structure/prop/mainship/holobarrier name = "\improper Engineering holobarrier" desc = "A wonder of subsidized corporate design, this holographic barrier is almost entirely resistant to atmos loss and degradation by melee or ballistic damage. It's also made of space asbestos and is illegal under the new Geneva conventions." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "holosign_engi" density = TRUE resistance_flags = RESIST_ALL @@ -146,7 +146,7 @@ /obj/structure/prop/mainship/deadai name = "\improper deactivated AI" desc = "A standard silicon unit assigned to manage the research duties of NT stations. This one is completely deactivated." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "ai_dead" density = TRUE resistance_flags = RESIST_ALL @@ -173,7 +173,7 @@ /obj/structure/prop/mainship/weapon_recharger name = "recharger" desc = "A charging dock for energy based weaponry, PDAs, and other devices. A small blinking light indicates that this recharger isn't functional." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "weapon_recharger" density = FALSE @@ -245,26 +245,26 @@ /obj/structure/prop/mainship/minigun_crate name = "30mm ammo crate" desc = "A crate full of 30mm bullets used on one of the weapon pod types for the dropship. Moving this will require some sort of lifter." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "30mm_crate" /obj/structure/prop/mainship/mission_planning_system name = "\improper MPS IV computer" desc = "The Mission Planning System IV (MPS IV), a enhancement in mission planning and charting for dropship pilots across the UPP. Fully capable of customizing their flight paths and loadouts to suit their combat needs." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "mps" /obj/structure/prop/mainship/mapping_computer name = "\improper CMPS II computer" desc = "The Common Mapping Production System version II allows for sensory imput from satellites and ship systems to derive planetary maps in a standardized fashion for all UPP pilots." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "mapping_comp" /obj/structure/prop/mainship/sensor_computer1 name = "sensor computer" desc = "The IBM series 10 computer retrofitted to work as a sensor computer for the ship. While somewhat dated it still serves its purpose." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "sensor_comp1" /obj/structure/prop/mainship/sensor_computer1/sd @@ -273,7 +273,7 @@ /obj/structure/prop/mainship/sensor_computer2 name = "sensor computer" desc = "The IBM series 10 computer retrofitted to work as a sensor computer for the ship. While somewhat dated it still serves its purpose." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "sensor_comp2" /obj/structure/prop/mainship/sensor_computer2/sd @@ -282,7 +282,7 @@ /obj/structure/prop/mainship/sensor_computer3 name = "sensor computer" desc = "The IBM series 10 computer retrofitted to work as a sensor computer for the ship. While somewhat dated it still serves its purpose." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "sensor_comp3" /obj/structure/prop/mainship/sensor_computer3/sd @@ -291,7 +291,7 @@ /obj/structure/prop/mainship/missile_tube name = "\improper Mk 33 ASAT launcher system" desc = "Cold launch tubes that can fire a few varieties of missiles out of them The most common being the ASAAR-21 ‘Rapier IV’ missile used against satellites and other spacecraft and the BGM-227 ‘Sledgehammer’ missile which is used for ground attack." - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' icon_state = "missiletubenorth" bound_width = 32 bound_height = 96 @@ -303,7 +303,7 @@ /obj/structure/prop/mainship/ship_memorial name = "slab of victory" desc = "A ship memorial dedicated to the triumphs of the UPP and the fallen marines of this ship. On the left there are grand tales of victory etched into the slab. On the right there is a list of famous marines who have fallen in combat serving the UPP." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "ship_memorial" bound_width = 64 bound_height = 32 @@ -347,7 +347,7 @@ /obj/structure/prop/mainship/name_stencil name = "\improper The UPP, a UPP-Class Marine Carrier Arsenal Ship" desc = "The name of the ship stenciled on the hull." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "UPP1" density = FALSE resistance_flags = UNACIDABLE @@ -367,7 +367,7 @@ /obj/structure/prop/mainship/hangar_stencil name = "floor" desc = "A large number stenciled on the hangar floor used to designate which dropship it is." - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' icon_state = "dropship1" density = FALSE layer = ABOVE_TURF_LAYER @@ -385,7 +385,7 @@ /obj/structure/prop/mainship/cannon_cables name = "\improper Cannon cables" desc = "Some large cables." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "cannon_cables" density = FALSE mouse_opacity = MOUSE_OPACITY_TRANSPARENT @@ -394,7 +394,7 @@ /obj/structure/prop/mainship/supermatter //functionally inert, but will consume mobs and objects name = "supermatter crystal" desc = "A strangely translucent and iridescent crystal." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "darkmatter" layer = LADDER_LAYER light_range = 4 @@ -425,7 +425,7 @@ /obj/structure/prop/mainship/radiationcollector name = "Radiation Collector Array" desc = "A device which uses radiation and plasma to produce power." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "radcollector" layer = LADDER_LAYER resistance_flags = RESIST_ALL @@ -444,7 +444,7 @@ /obj/structure/prop/mainship/doorblocker //doors that exist only to block access, used mostly for valhalla omegastation name = "\improper Barred Airlock" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' resistance_flags = RESIST_ALL allow_pass_flags = NONE desc = "It opens and closes." @@ -529,7 +529,7 @@ /obj/structure/prop/mainship/suit_storage_prop name = "Suit Storage Unit" desc = "An industrial U-Stor-It Storage unit designed to accomodate all kinds of space suits. Its on-board equipment also allows the user to decontaminate the contents through a UV-ray purging cycle. There's a warning label dangling from the control pad, reading \"STRICTLY NO BIOLOGICALS IN THE CONFINES OF THE UNIT\". This one appears to be magnetically locked." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "suitstorageclose" /obj/structure/prop/mainship/protolathe @@ -606,25 +606,25 @@ /obj/structure/prop/mainship/generator/shieldgen name = "anti-breach shielding projector" desc = "Used to seal minor hull breaches." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "shieldoff" /obj/structure/prop/mainship/generator/tesla_coil name = "tesla coil" desc = "For the union!" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "coil_open0" /obj/structure/prop/mainship/generator/ground_rod name = "grounding rod" desc = "Keeps an area from being fried by Edison's Bane, does not work against handheld Tesla cannons commonly issued by paramilitaries." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "grounding_rod_open0" /obj/structure/prop/mainship/cannon_cable_connector name = "\improper Cannon cable connector" desc = "A connector for the large cannon cables." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "cannon_cable_connector" density = TRUE @@ -643,7 +643,7 @@ /obj/structure/prop/mainship/prop_sec name = "Security Officer" desc = "A NT security officer guarding the perimeter. They look rather busy and pays no attention to you." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "secprop" resistance_flags = RESIST_ALL density = TRUE @@ -651,7 +651,7 @@ /obj/structure/prop/mainship/prop_so name = "Officer" desc = "A staff officer in charge of the ongoing operation, either too busy operating the observation consoles or simply looking at you and your comrades and hoping that you will succeed, that being said, it's best to leave them be." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "officerprop" resistance_flags = RESIST_ALL density = TRUE @@ -662,7 +662,7 @@ /obj/structure/prop/mainship/prop_tech name = "Technician" desc = "A hard working technician maintaining the vehicles of the base, as well as the base itself. They seem to be very busy investigating something right now." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "techieprop" resistance_flags = RESIST_ALL density = TRUE @@ -670,7 +670,7 @@ /obj/structure/prop/mainship/prop_tech/som name = "SOM technician" desc = "A hard working SOM technician maintaining the vehicles of the base, as well as the base itself. They seem to be very busy investigating something right now." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "SOM_technician" /obj/structure/prop/mainship/prop_tech/som/alt @@ -679,7 +679,7 @@ /obj/structure/prop/mainship/prop_sominf name = "SOM Infantry" desc = "Standard Sons of Mars infantry with a V-31 assault rifle on hand. While their face is obscured by the visor, it feels like you should keep going instead of loitering around." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "som_inf" resistance_flags = RESIST_ALL density = TRUE @@ -707,7 +707,7 @@ /obj/structure/prop/mainship/som_scientist name = "SOM scientist" desc = "A hard working SOM scientist type. They look like they're doing something important." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "SOM_scientist" resistance_flags = RESIST_ALL density = TRUE @@ -731,7 +731,7 @@ /obj/structure/prop/mainship/propcarp name = "space carp" desc = "A ferocious, fang-bearing creature that resembles a fish." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "carpprop" density = TRUE @@ -760,7 +760,7 @@ /obj/structure/prop/mainship/aislipprop name = "foam dispenser" desc = "A remotely-activatable dispenser for crowd-controlling foam." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "aislipper" density = FALSE resistance_flags = RESIST_ALL @@ -768,20 +768,20 @@ /obj/structure/prop/mainship/turretprop name = "laser turret" desc = "A point-defense laser turret supplied by NanoTrasen. This one looks inactive" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "turretprop" resistance_flags = RESIST_ALL /obj/structure/prop/mainship/tubeprop name = "pneumatic tube" desc = "A pneumatic tube commonly used for transportation on NanoTrasen research stations." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "tubepropstraight" resistance_flags = RESIST_ALL layer = ABOVE_OBJ_LAYER //so our fake prop can visually pass under glass panels /obj/structure/prop/mainship/tubeprop/decorative - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "decorative" resistance_flags = RESIST_ALL mouse_opacity = MOUSE_OPACITY_TRANSPARENT @@ -804,7 +804,7 @@ /obj/structure/prop/mainship/meterprop/ name = "meter" desc = "That's a gas flow meter. It measures something." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "propmeterempty" resistance_flags = RESIST_ALL density = FALSE @@ -912,7 +912,7 @@ /obj/structure/prop/mainship/chimney name = "fireplace" desc = "A large stone brick fireplace." - icon = 'icons/Marine/mainship_props64.dmi' + icon = 'icons/obj/structures/mainship_props64.dmi' icon_state = "fireplace" //items props @@ -920,7 +920,7 @@ /obj/item/prop name = "GENERIC SHIP PROP" desc = "THIS SHOULDN'T BE VISIBLE, AHELP 'ART-P03' IF SEEN IN ROUND WITH LOCATION" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "hangarbox" /obj/item/prop/aimodule @@ -988,7 +988,7 @@ /obj/structure/prop/brokenvendor name = "\improper Broken vendor" - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' desc = "The insides of this vendor are visible and rusted through, you get the feeling there's no fixing this machine." density = TRUE resistance_flags = XENO_DAMAGEABLE @@ -1143,7 +1143,7 @@ /obj/structure/prop/vehicle/tank name = "Decommissioned TAV - Rhino" desc = "A decomissioned tank, all methods of propulsion have been disabled and the entrances sealed." - icon = 'icons/Marine/tank_propns.dmi' + icon = 'icons/obj/structures/tank_prop_north_south.dmi' icon_state = "tank_complete" density = TRUE coverage = 80 @@ -1152,7 +1152,7 @@ resistance_flags = RESIST_ALL /obj/structure/prop/vehicle/tank/north - icon = 'icons/Marine/tank_propns.dmi' + icon = 'icons/obj/structures/tank_prop_north_south.dmi' icon_state = "tank_complete" bound_height = 128 bound_width = 96 @@ -1166,7 +1166,7 @@ icon_state = "tank_complete_alt" /obj/structure/prop/vehicle/tank/east - icon = 'icons/Marine/tank_propew.dmi' + icon = 'icons/obj/structures/tank_prop_east_west.dmi' icon_state = "tank_complete" bound_height = 96 bound_width = 128 @@ -1434,7 +1434,7 @@ /obj/structure/prop/vehicle/apc name = "Decommissioned TAV - Athena" desc = "A decomissioned APC, all methods of propulsion have been disabled and the entrances sealed." - icon = 'icons/Marine/apc_prop.dmi' + icon = 'icons/obj/structures/apc_prop.dmi' icon_state = "apc_base" density = TRUE coverage = 70 @@ -1536,34 +1536,34 @@ /obj/structure/prop/mainship/gelida/propplaceholder name = "prop placeholder" desc = "Somebody fucked up, ping the map creator on Discord with the location of this object." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "placeholderprop" /obj/structure/prop/mainship/gelida/smallwire name = "small wire" desc = "A small patch of wiring used for cordoning off areas." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "small_wire" density = FALSE /obj/structure/prop/mainship/gelida/lightstick name = "light stick" desc = "A post with an empty bulb at the top, used for lighting areas of dense snow." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "lightstick_spoke1" density = FALSE /obj/structure/prop/mainship/gelida/planterbox name = "plant box" desc = "A metallic box used for holding growing plants, this one is empty." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "planter_box_empty" layer = BELOW_OBJ_LAYER /obj/structure/prop/mainship/gelida/planterboxsoil name = "plant box" desc = "A metallic box used for holding growing plants, this one is filled with soil." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "planter_box_soil" layer = BELOW_OBJ_LAYER @@ -1573,7 +1573,7 @@ desc = "A floor you can walk on. This one comes with gaps to see the space underneath." /obj/structure/prop/mainship/gelida/planterboxsoilgrid - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "soil_grid" layer = BELOW_OBJ_LAYER @@ -1597,20 +1597,20 @@ /obj/structure/prop/mainship/gelida/barrier name = "security barrier" desc = "A deployable barrier used by security forces to cordone off an area." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "barrier0" /obj/structure/prop/mainship/gelida/heavycablenode name = "heavy cable node" desc = "A heavy cable node used for linking high performance cables between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "node" density = FALSE /obj/structure/prop/mainship/gelida/powerconnector name = "heavy cable power connector" desc = "A heavy cable node used for connecting high performance cables between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powerconnector" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1618,7 +1618,7 @@ /obj/structure/prop/mainship/gelida/powerccable name = "heavy cable wiring" desc = "A heavy cable wire used rapid data transfer between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powercableheavy" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1626,7 +1626,7 @@ /obj/structure/prop/mainship/gelida/powercconnectortwoside name = "heavy cable wiring" desc = "A heavy cable wire used rapid data transfer between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powerconnectortwoside" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1634,7 +1634,7 @@ /obj/structure/prop/mainship/gelida/powercconnectortwosidealt name = "heavy cable wiring" desc = "A heavy cable wire used rapid data transfer between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powerconnectortwosidealt" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1642,7 +1642,7 @@ /obj/structure/prop/mainship/gelida/powercconnectorthreeside name = "heavy cable wiring" desc = "A heavy cable wire used rapid data transfer between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powerconnectorthreeside" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1650,7 +1650,7 @@ /obj/structure/prop/mainship/gelida/powercconnectorfourside name = "heavy cable wiring" desc = "A heavy cable wire used rapid data transfer between buildings." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "powerconnectorfourside" layer = ATMOS_PIPE_LAYER density = FALSE @@ -1658,7 +1658,7 @@ /obj/structure/prop/mainship/gelida/rails name = "minecart rails" desc = "Metal rails used for guiding a minecart." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "rail" layer = BELOW_TABLE_LAYER density = FALSE @@ -1666,7 +1666,7 @@ /obj/structure/prop/mainship/gelida/railbumper name = "minecart rail bumper" desc = "A metal bumper designed to catch out of control minecarts." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "rail_bumpers" layer = BELOW_TABLE_LAYER density = FALSE @@ -1687,7 +1687,7 @@ /obj/structure/prop/mainship/gelida/miner name = "miner" desc = "The machine stands inert, waiting for the command to begin extracting natural resources from the earth below." - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' icon_state = "thumper" /obj/structure/prop/radio_prop @@ -1709,7 +1709,7 @@ /obj/structure/prop/mainship/railing name = "railing" desc = "Basic railing meant to protect idiots like you from falling." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' max_integrity = 50 resistance_flags = XENO_DAMAGEABLE flags_atom = ON_BORDER @@ -1735,7 +1735,7 @@ /obj/structure/prop/mainship/solar name = "Solar Array" desc = "A solar panel. Generates electricity when in contact with sunlight." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "sp_base" /obj/structure/prop/mainship/solar/tracker @@ -1746,7 +1746,7 @@ /obj/structure/prop/vehicle/som_mech name = "Marauder assault mech" desc = "A heavily armed mech used by the SOM to spearhead an assault, this one seems to be non-functional." - icon = 'icons/Marine/mech_prop.dmi' + icon = 'icons/obj/structures/mech_prop.dmi' icon_state = "som_mech" density = TRUE coverage = 70 @@ -1771,7 +1771,7 @@ /obj/structure/prop/turbine name = "power turbine" desc = "A gigantic turbine that runs on who knows what. It could probably be turned on by someone with the correct know-how." - icon = 'icons/Marine/mainship_props96.dmi' + icon = 'icons/obj/structures/mainship_props96.dmi' icon_state = "biomass_turbine" density = TRUE @@ -2098,7 +2098,7 @@ /obj/structure/prop/mainship/errorprop name = "ERROR" desc = "If you see this object in game you should ahelp, something has broken." - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "error" /obj/prop/mainship/prop/news_tv diff --git a/code/game/objects/structures/som_cas_parts.dm b/code/game/objects/structures/som_cas_parts.dm index c054bbacabf..0686e0700ff 100644 --- a/code/game/objects/structures/som_cas_parts.dm +++ b/code/game/objects/structures/som_cas_parts.dm @@ -1,7 +1,7 @@ /obj/structure/somcas name = "\improper Manta jet" desc = "The premier CAS VTOL of the SOM. Outmatches the TGMC Condor in speed and firepower with it's twin S-15 fusion engines, albeit very costly to produce. It can reach an AO and lay heavy fire support within a short length of time." - icon = 'icons/Marine/somshipprop.dmi' + icon = 'icons/obj/structures/som_ship_prop.dmi' icon_state = "somcas_cockpit" appearance_flags = TILE_BOUND|KEEP_TOGETHER layer = OBJ_LAYER diff --git a/code/game/objects/structures/stool_bed_chair_nest/bed.dm b/code/game/objects/structures/stool_bed_chair_nest/bed.dm index f97f5249979..6b8c0d3f0b9 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/bed.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/bed.dm @@ -577,7 +577,7 @@ GLOBAL_LIST_EMPTY(activated_medevac_stretchers) /obj/item/medevac_beacon name = "medevac beacon" desc = "A specialized teleportation beacon that links with a medvac stretcher; provides the target destination for the stretcher's displacement field. WARNING: Must be in a powered area to function." - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/beacon.dmi' icon_state = "med_beacon0" w_class = WEIGHT_CLASS_SMALL var/planted = FALSE diff --git a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm index 475283c4095..f6812dbbb1b 100644 --- a/code/game/objects/structures/stool_bed_chair_nest/chairs.dm +++ b/code/game/objects/structures/stool_bed_chair_nest/chairs.dm @@ -31,7 +31,7 @@ dir = NORTH /obj/structure/bed/chair/alt - icon = 'icons/Marine/mainship_props.dmi' + icon = 'icons/obj/structures/mainship_props.dmi' icon_state = "chair_alt" /obj/structure/bed/chair/nometal diff --git a/code/game/objects/structures/teleporter.dm b/code/game/objects/structures/teleporter.dm index 4f5a6112123..9866de34d6c 100644 --- a/code/game/objects/structures/teleporter.dm +++ b/code/game/objects/structures/teleporter.dm @@ -148,7 +148,7 @@ /obj/item/teleporter_kit name = "\improper ASRS Bluespace teleporter" desc = "A bluespace telepad for moving personnel and equipment across small distances to another prelinked teleporter. If area is unpowered, used built-in cell to provide teleportations." - icon = 'icons/Marine/teleporter.dmi' + icon = 'icons/obj/machines/teleporter.dmi' icon_state = "teleporter" max_integrity = 200 diff --git a/code/modules/condor/cas_chair.dm b/code/modules/condor/cas_chair.dm index bf338eb4d81..28ae21c3372 100644 --- a/code/modules/condor/cas_chair.dm +++ b/code/modules/condor/cas_chair.dm @@ -45,15 +45,15 @@ ///Handles updating the cockpit overlay /obj/structure/caspart/caschair/proc/set_cockpit_overlay(new_state) cut_overlays() - cockpit = image('icons/Marine/cas_plane_cockpit.dmi', src, new_state) + cockpit = image('icons/obj/structures/cas/cockpit.dmi', src, new_state) cockpit.pixel_x = -16 cockpit.pixel_y = -32 cockpit.layer = ABOVE_ALL_MOB_LAYER add_overlay(cockpit) - var/image/side = image('icons/Marine/casship.dmi', src, "3") + var/image/side = image('icons/obj/structures/cas/ship.dmi', src, "3") side.pixel_x = 32 add_overlay(side) - side = image('icons/Marine/casship.dmi', src, "6") + side = image('icons/obj/structures/cas/ship.dmi', src, "6") side.pixel_x = -32 add_overlay(side) diff --git a/code/modules/condor/cas_shuttle.dm b/code/modules/condor/cas_shuttle.dm index feb6971a4b9..5f317a01272 100644 --- a/code/modules/condor/cas_shuttle.dm +++ b/code/modules/condor/cas_shuttle.dm @@ -73,7 +73,7 @@ for(var/i in engines) var/obj/structure/caspart/internalengine/engine = i engine.cut_overlays() - var/image/engine_overlay = image('icons/Marine/cas_plane_engines.dmi', engine.loc, "engine_on", 4.2) + var/image/engine_overlay = image('icons/obj/structures/cas/engines.dmi', engine.loc, "engine_on", 4.2) engine_overlay.pixel_x = engine.x_offset engine_overlay.layer += 0.1 engine.add_overlay(engine_overlay) @@ -86,7 +86,7 @@ for(var/i in engines) var/obj/structure/caspart/internalengine/engine = i engine.cut_overlays() - var/image/engine_overlay = image('icons/Marine/cas_plane_engines.dmi', engine.loc, "engine_idle", 4.2) + var/image/engine_overlay = image('icons/obj/structures/cas/engines.dmi', engine.loc, "engine_idle", 4.2) engine_overlay.pixel_x = engine.x_offset engine_overlay.layer += 0.1 engine.add_overlay(engine_overlay) @@ -95,7 +95,7 @@ /obj/docking_port/mobile/marine_dropship/casplane/proc/turn_on_engines() for(var/i in engines) var/obj/structure/caspart/internalengine/engine = i - var/image/engine_overlay = image('icons/Marine/cas_plane_engines.dmi', engine.loc, "engine_idle", 4.2) + var/image/engine_overlay = image('icons/obj/structures/cas/engines.dmi', engine.loc, "engine_idle", 4.2) engine_overlay.pixel_x = engine.x_offset engine_overlay.layer += 0.1 engine.add_overlay(engine_overlay) diff --git a/code/modules/mining/remote_fob/remote_fob_actions_misc.dm b/code/modules/mining/remote_fob/remote_fob_actions_misc.dm index 7fcc7493780..ac1dca9f03d 100644 --- a/code/modules/mining/remote_fob/remote_fob_actions_misc.dm +++ b/code/modules/mining/remote_fob/remote_fob_actions_misc.dm @@ -1,7 +1,7 @@ /////////////////////////////// Placement Actions /datum/action/innate/remote_fob //Parent stuff - action_icon = 'icons/Marine/remotefob.dmi' + action_icon = 'icons/mob/actions.dmi' var/mob/living/builder //the mob using the action var/mob/camera/aiEye/remote/fobdrone //the drone belonging to the computer var/obj/machinery/computer/camera_advanced/remote_fob/console //the computer itself @@ -38,7 +38,8 @@ /datum/action/innate/remote_fob/metal_cade name = "Place Metal Barricade" - action_icon_state = "metal_cade" + action_icon = 'icons/obj/structures/barricades/metal.dmi' + action_icon_state = "metal_0" /datum/action/innate/remote_fob/metal_cade/Activate() . = ..() @@ -77,10 +78,10 @@ return fobdrone.balloon_alert(owner, "Barricade placed. [console.metal_remaining] metal sheets remaining.") -//RUTGMC ADDON BEGIN /datum/action/innate/remote_fob/metal_folding_cade name = "Place Metal Folding Barricade" - action_icon_state = "metal_folding_cade" + action_icon = 'icons/obj/structures/barricades/folding_metal.dmi' + action_icon_state = "folding_metal_0" /datum/action/innate/remote_fob/metal_folding_cade/Activate() . = ..() @@ -123,7 +124,8 @@ /datum/action/innate/remote_fob/plasteel_cade name = "Place Plasteel Barricade" - action_icon_state = "plast_cade" + action_icon = 'icons/obj/structures/barricades/new_plasteel.dmi' + action_icon_state = "new_plasteel_0" /datum/action/innate/remote_fob/plasteel_cade/Activate() . = ..() @@ -163,19 +165,18 @@ fobdrone.balloon_alert(owner, "Barricade placed with wiring. [console.plasteel_remaining] plasteel sheets, [console.metal_remaining] metal sheets remaining.") return fobdrone.balloon_alert(owner, "Barricade placed. [console.plasteel_remaining] plasteel sheets remaining.") -//RUTGMC ADDON END /datum/action/innate/remote_fob/plast_folding_cade name = "Place Plasteel Barricade" - action_icon_state = "plast_folding_cade" + action_icon = 'icons/obj/structures/barricades/plasteel.dmi' + action_icon_state = "plasteel_0" /datum/action/innate/remote_fob/plast_folding_cade/Activate() . = ..() if(. || !check_spot()) return - //if(console.plasteel_remaining < 5) //ORIGINAL - if(console.plasteel_remaining < 6) //RUTGMC EDIT + if(console.plasteel_remaining < 6) fobdrone.balloon_alert(owner, "Out of material") return @@ -193,8 +194,7 @@ return if(!do_after(fobdrone, 1.5 SECONDS, FALSE, buildplace, BUSY_ICON_BUILD)) return - //console.plasteel_remaining -= 5 //ORIGINAL - console.plasteel_remaining -= 6 //RUTGMC EDIT + console.plasteel_remaining -= 6 cade = new /obj/structure/barricade/plasteel(buildplace) cade.setDir(fobdrone.dir) cade.closed = FALSE @@ -212,7 +212,8 @@ /datum/action/innate/remote_fob/toggle_wiring name = "Toggle Razorwire" - action_icon_state = "wire" + action_icon_state = "barbed_wire" + action_icon = 'icons/obj/stack_objects.dmi' /datum/action/innate/remote_fob/toggle_wiring/Activate() . = ..() @@ -220,6 +221,7 @@ return console.do_wiring = !console.do_wiring to_chat(owner, span_notice("Will now [console.do_wiring ? "do wiring" : "stop wiring"].")) + /datum/action/innate/remote_fob/eject_metal_action name = "Eject All Metal" action_icon_state = "fobpc-eject_m" diff --git a/code/modules/mining/remote_fob/remote_fob_computer.dm b/code/modules/mining/remote_fob/remote_fob_computer.dm index d5a03109055..75bc2719d98 100644 --- a/code/modules/mining/remote_fob/remote_fob_computer.dm +++ b/code/modules/mining/remote_fob/remote_fob_computer.dm @@ -4,7 +4,7 @@ /obj/machinery/computer/camera_advanced/remote_fob name = "FOB Construction Drone Control" desc = "A computer console equipped with camera screen and controls for a planetside deployed construction drone. Materials or equipment vouchers can be added simply by inserting them into the computer." - icon = 'icons/Marine/remotefob.dmi' + icon = 'icons/obj/machines/fob.dmi' icon_state = "fobpc" interaction_flags = INTERACT_MACHINE_DEFAULT req_one_access = list(ACCESS_MARINE_REMOTEBUILD, ACCESS_MARINE_CE, ACCESS_MARINE_ENGINEERING, ACCESS_MARINE_LEADER) @@ -15,18 +15,11 @@ var/drone_creation_allowed = TRUE var/obj/docking_port/stationary/marine_dropship/spawn_spot var/datum/action/innate/remote_fob/metal_cade/metal_cade - /* ORIGINAL - var/metal_remaining = 200 - var/datum/action/innate/remote_fob/plast_cade/plast_cade - var/plasteel_remaining = 100 - */ - //RUTGMC EDIT BEGIN var/datum/action/innate/remote_fob/metal_folding_cade/metal_folding_cade var/metal_remaining = 240 var/datum/action/innate/remote_fob/plasteel_cade/plasteel_cade var/datum/action/innate/remote_fob/plast_folding_cade/plast_folding_cade var/plasteel_remaining = 120 - //RUTGMC EDIT END var/datum/action/innate/remote_fob/toggle_wiring/toggle_wiring //whether or not new barricades will be wired var/do_wiring = TRUE var/datum/action/innate/remote_fob/eject_metal_action/eject_metal_action @@ -35,14 +28,10 @@ /obj/machinery/computer/camera_advanced/remote_fob/Initialize(mapload) . = ..() metal_cade = new() - //plast_cade = new() //ORIGINAL - //RUTGMC EDIT BEGIN metal_folding_cade = new() plasteel_cade = new() plast_folding_cade = new() - //RUTGMC EDIT END toggle_wiring = new() - /*sentry = new()*/ eject_metal_action = new() eject_plasteel_action = new() @@ -59,14 +48,10 @@ /obj/machinery/computer/camera_advanced/remote_fob/Destroy() spawn_spot = null QDEL_NULL(metal_cade) - //QDEL_NULL(plast_cade) //ORIGINAL - //RUTGMC EDIT BEGIN QDEL_NULL(metal_folding_cade) QDEL_NULL(plasteel_cade) QDEL_NULL(plast_folding_cade) - //RUTGMC EDIT END QDEL_NULL(toggle_wiring) - /*QDEL_NULL(sentry)*/ QDEL_NULL(eject_metal_action) QDEL_NULL(eject_plasteel_action) @@ -169,13 +154,6 @@ metal_cade.give_action(user) actions += metal_cade - /* ORIGINAL - if(plast_cade) - plast_cade.target = src - plast_cade.give_action(user) - actions += plast_cade - */ - //RUTGMC ADDON BEGIN if(metal_folding_cade) metal_folding_cade.target = src metal_folding_cade.give_action(user) @@ -190,7 +168,6 @@ plast_folding_cade.target = src plast_folding_cade.give_action(user) actions += plast_folding_cade - //RUTGMC ADDON END if(toggle_wiring) toggle_wiring.target = src diff --git a/code/modules/mining/remote_fob/remote_fob_fobdrone.dm b/code/modules/mining/remote_fob/remote_fob_fobdrone.dm index ec6bb17ef26..235c49fcf6b 100644 --- a/code/modules/mining/remote_fob/remote_fob_fobdrone.dm +++ b/code/modules/mining/remote_fob/remote_fob_fobdrone.dm @@ -6,7 +6,7 @@ GLOBAL_LIST_INIT(blocked_remotebuild_objs, typecacheof(list(/obj/machinery/compu /mob/camera/aiEye/remote/fobdrone name = "Remote Construction Drone" - icon = 'icons/Marine/remotefob.dmi' + icon = 'icons/obj/machines/fob.dmi' icon_state = "drone" use_static = FALSE mouse_opacity = MOUSE_OPACITY_OPAQUE diff --git a/code/modules/mob/living/carbon/xenomorph/hive_datum.dm b/code/modules/mob/living/carbon/xenomorph/hive_datum.dm index cd380a7fad2..d4dca1def9c 100644 --- a/code/modules/mob/living/carbon/xenomorph/hive_datum.dm +++ b/code/modules/mob/living/carbon/xenomorph/hive_datum.dm @@ -1017,8 +1017,6 @@ to_chat will check for valid clients itself already so no need to double check f arrow_hud.add_hud(X, target) if(arrow_color) //Set the arrow to our custom colour if applicable arrow_hud.color = arrow_color - new /obj/effect/temp_visual/xenomorph/xeno_tracker_target(target, target) //Ping the source of our alert - to_chat(X, " [message][report_distance ? " Distance: [get_dist(X, target)]" : ""]") // This is to simplify the process of talking in hivemind, this will invoke the receive proc of all xenos in this hive diff --git a/code/modules/mob/living/carbon/xenomorph/xenomorph.dm b/code/modules/mob/living/carbon/xenomorph/xenomorph.dm index 49a331ab367..12df3a709b7 100644 --- a/code/modules/mob/living/carbon/xenomorph/xenomorph.dm +++ b/code/modules/mob/living/carbon/xenomorph/xenomorph.dm @@ -383,8 +383,6 @@ hud_to_add = GLOB.huds[DATA_HUD_XENO_REAGENTS] hud_to_add.add_hud_to(src) - hud_to_add = GLOB.huds[DATA_HUD_XENO_TACTICAL] //Allows us to see xeno tactical elements clearly via HUD elements - hud_to_add.add_hud_to(src) hud_to_add = GLOB.huds[DATA_HUD_MEDICAL_PAIN] hud_to_add.add_hud_to(src) hud_to_add = GLOB.huds[DATA_HUD_XENO_DEBUFF] diff --git a/code/modules/power/fusion_engine.dm b/code/modules/power/fusion_engine.dm index e4a2f5f5a9e..e09e316c224 100644 --- a/code/modules/power/fusion_engine.dm +++ b/code/modules/power/fusion_engine.dm @@ -8,7 +8,7 @@ /obj/machinery/power/fusion_engine name = "\improper S-52 fusion reactor" - icon = 'icons/Marine/fusion_eng.dmi' + icon = 'icons/obj/machines/fusion_engine.dmi' icon_state = "off" desc = "A Westingland S-52 Fusion Reactor. Takes fuels cells and converts them to power for the ship. Also produces a large amount of heat." resistance_flags = UNACIDABLE @@ -355,7 +355,7 @@ //FUEL CELL /obj/item/fuel_cell name = "\improper WL-6 universal fuel cell" - icon = 'icons/Marine/shuttle-parts.dmi' + icon = 'icons/obj/items/fuel_cell.dmi' icon_state = "cell-empty" desc = "A rechargable fuel cell designed to work as a power source for the Cheyenne-Class transport or for Westingland S-52 Reactors." /// The amount of fuel currently in the cell diff --git a/code/modules/projectiles/attachables/_attachable.dm b/code/modules/projectiles/attachables/_attachable.dm index baa15e3eff4..b3524d66249 100644 --- a/code/modules/projectiles/attachables/_attachable.dm +++ b/code/modules/projectiles/attachables/_attachable.dm @@ -21,7 +21,7 @@ inaccurate. Don't worry if force is ever negative, it won't runtime. /obj/item/attachable name = "attachable item" desc = "It's an attachment. You should never see this." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = null item_state = null diff --git a/code/modules/projectiles/attachables/foldable.dm b/code/modules/projectiles/attachables/foldable.dm index 8e76cc5cb07..f6bb85f4838 100644 --- a/code/modules/projectiles/attachables/foldable.dm +++ b/code/modules/projectiles/attachables/foldable.dm @@ -74,7 +74,7 @@ /obj/item/attachable/foldable/skorpion_stock name = "\improper Skorpion submachinegun wooden stock" desc = "A foldable wire stock for a Skorpion submachinegun" - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "skorpion" flags_attach_features = ATTACH_ACTIVATION pixel_shift_x = 0 @@ -118,7 +118,7 @@ name = "\improper PL-38 machinepistol stock" desc = "A submachinegun stock found on ICC subguns, this stock reduces recoil and improves accuracy, but at a reduction to handling and agility. Seemingly a bit more effective in a brawl." flags_attach_features = ATTACH_ACTIVATION - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' wield_delay_mod = 0.1 SECONDS melee_mod = 5 size_mod = 1 @@ -132,7 +132,7 @@ /obj/item/attachable/foldable/t35stock name = "\improper SH-35 stock" desc = "A non-standard heavy stock for the SH-35 shotgun. Less quick and more cumbersome than the standard issue stakeout, but reduces recoil and improves accuracy. Allegedly makes a pretty good club in a fight too." - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "t35stock" flags_attach_features = ATTACH_ACTIVATION wield_delay_mod = 0.2 SECONDS diff --git a/code/modules/projectiles/attachables/muzzle.dm b/code/modules/projectiles/attachables/muzzle.dm index 132c5d0f664..65c74bf7ecf 100644 --- a/code/modules/projectiles/attachables/muzzle.dm +++ b/code/modules/projectiles/attachables/muzzle.dm @@ -233,7 +233,7 @@ desc = "Cool barrel for cool revolver" slot = ATTACHMENT_SLOT_MUZZLE delay_mod = -0.4 SECONDS - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "barrel" attach_shell_speed_mod = 1 accuracy_mod = 0.15 @@ -250,7 +250,7 @@ desc = "Cool compensator for cool revolver" slot = ATTACHMENT_SLOT_MUZZLE delay_mod = -0.2 SECONDS - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "shortbarrel" scatter_mod = -2 recoil_mod = -0.5 diff --git a/code/modules/projectiles/attachables/rail.dm b/code/modules/projectiles/attachables/rail.dm index 85bf00d5f60..1a14d6669e7 100644 --- a/code/modules/projectiles/attachables/rail.dm +++ b/code/modules/projectiles/attachables/rail.dm @@ -119,7 +119,7 @@ /obj/item/attachable/buildasentry name = "\improper Build-A-Sentry Attachment System" - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' icon_state = "build_a_sentry_attachment" desc = "The Build-A-Sentry is the latest design in cheap, automated, defense. Simple attach it to the rail of a gun and deploy. Its that easy!" slot = ATTACHMENT_SLOT_RAIL diff --git a/code/modules/projectiles/attachables/scope.dm b/code/modules/projectiles/attachables/scope.dm index 017edd8809c..e974f8081cd 100644 --- a/code/modules/projectiles/attachables/scope.dm +++ b/code/modules/projectiles/attachables/scope.dm @@ -54,7 +54,7 @@ /obj/item/attachable/scope/standard_magnum name = "R-76 rail scope" desc = "A custom rail mounted zoom sight scope designed specifically for the R-76 Magnum. Allows zoom by activating the attachment." - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "t76scope" /obj/item/attachable/scope/unremovable @@ -192,7 +192,7 @@ /obj/item/attachable/scope/unremovable/laser_sniper_scope name = "Terra Experimental laser sniper rifle rail scope" desc = "A marine standard mounted zoom sight scope made for the Terra Experimental laser sniper rifle otherwise known as TE-S abbreviated, allows zoom by activating the attachment. Use F12 if your HUD doesn't come back." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "tes" /obj/item/attachable/scope/mini diff --git a/code/modules/projectiles/attachables/stock.dm b/code/modules/projectiles/attachables/stock.dm index 7241a08d414..72d856619fb 100644 --- a/code/modules/projectiles/attachables/stock.dm +++ b/code/modules/projectiles/attachables/stock.dm @@ -21,14 +21,6 @@ pixel_shift_x = 32 pixel_shift_y = 13 -/obj/item/attachable/stock/mg27 - name = "MG-27 Body" - desc = "A stock for a MG-27 MMG." - icon = 'icons/Marine/marine-mmg.dmi' - icon_state = "t27body" - pixel_shift_x = 15 - pixel_shift_y = 0 - /obj/item/attachable/stock/pal12 name = "Paladin-12 pump shotgun stock" desc = "A standard light stock for the Paladin-12 shotgun." @@ -126,7 +118,7 @@ /obj/item/attachable/stock/clf_heavyrifle name = "PTR-41/1785 body" desc = "A stock for a PTR-41/1785 A-MR." - icon = 'icons/Marine/clf_heavyrifle.dmi' + icon = 'icons/obj/items/gun/clf_heavyrifle.dmi' icon_state = "ptrs_stock" pixel_shift_x = 15 pixel_shift_y = 0 @@ -234,7 +226,7 @@ flags_attach_features = ATTACH_REMOVABLE wield_delay_mod = 0.2 SECONDS delay_mod = -0.4 SECONDS - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' icon_state = "stock" size_mod = 1 accuracy_mod = 0.15 diff --git a/code/modules/projectiles/attachables/underbarrel.dm b/code/modules/projectiles/attachables/underbarrel.dm index c4879773cbf..f9eec7387d8 100644 --- a/code/modules/projectiles/attachables/underbarrel.dm +++ b/code/modules/projectiles/attachables/underbarrel.dm @@ -85,7 +85,7 @@ /obj/item/attachable/lace/t500 name = "R-500 lace" - icon = 'icons/Marine/attachments_64.dmi' + icon = 'icons/obj/items/attachments/attachments_64.dmi' slot = ATTACHMENT_SLOT_STOCK pixel_shift_x = 0 pixel_shift_y = 0 diff --git a/code/modules/projectiles/gun_system.dm b/code/modules/projectiles/gun_system.dm index 3ddb7ac80b3..8dd063e2f79 100644 --- a/code/modules/projectiles/gun_system.dm +++ b/code/modules/projectiles/gun_system.dm @@ -17,7 +17,7 @@ /obj/item/weapon/gun name = "Guns" desc = "Its a gun. It's pretty terrible, though." - icon = 'icons/obj/items/gun.dmi' + icon = 'icons/obj/items/gun/gun.dmi' icon_state = "" item_state = "gun" item_state_worn = TRUE diff --git a/code/modules/projectiles/guns/energy.dm b/code/modules/projectiles/guns/energy.dm index eb6760cd326..54e386c71a7 100644 --- a/code/modules/projectiles/guns/energy.dm +++ b/code/modules/projectiles/guns/energy.dm @@ -242,7 +242,7 @@ /obj/item/weapon/gun/energy/lasgun/lasrifle name = "\improper LR-73 lasrifle MK2" desc = "A multifunctional laser based rifle with an integrated mode selector. Ideal for any situation. Uses power cells instead of ballistic magazines." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "tx73" item_state = "tx73" max_shots = 50 //codex stuff @@ -360,7 +360,7 @@ desc = "A Terra Experimental energy rifle that fires balls of elecricity that shock all those near them, it is meant to drain the plasma of unidentified creatures from within, limiting their abilities. As with all TE Laser weapons, they use a lightweight alloy combined without the need for bullets any longer decreases their weight and aiming speed quite some vs their ballistic counterparts. Uses standard Terra Experimental (TE) power cells." icon_state = "tesla" item_state = "tesla" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' reload_sound = 'sound/weapons/guns/interact/standard_laser_rifle_reload.ogg' fire_sound = 'sound/weapons/guns/fire/tesla.ogg' ammo_datum_type = /datum/ammo/energy/tesla @@ -749,7 +749,7 @@ reload_sound = 'sound/weapons/guns/interact/standard_laser_sniper_reload.ogg' fire_sound = 'sound/weapons/guns/fire/Laser Sniper Standard.ogg' windup_sound = 'sound/weapons/guns/fire/Laser Sniper Overcharge Charge.ogg' - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "tes" item_state = "tes" w_class = WEIGHT_CLASS_BULKY @@ -1194,7 +1194,7 @@ /obj/item/weapon/gun/energy/lasgun/lasrifle/volkite/caliver name = "\improper VX-33 Caliver" desc = "Volkite weapons are the pride of Martian weapons manufacturing, their construction being a tightly guarded secret. Infamous for its ability to deflagrate organic targets with its tremendous thermal energy, explosively burning flesh in a fiery blast that can be deadly to anyone unfortunate enough to be nearby. The caliver is the primary rifle of the volkite family, and effective at most ranges and situations. Drag click the powerpack to the gun to use that instead of magazines." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "caliver" item_state = "caliver" inhand_x_dimension = 64 @@ -1284,7 +1284,7 @@ desc = "A Terra Experimental underbarrel laser system. Has multiple firemodes for tactical flexibility. Uses standard Terra Experimental (abbreviated as TE) power cells." reload_sound = 'sound/weapons/guns/interact/standard_laser_rifle_reload.ogg' fire_sound = 'sound/weapons/guns/fire/Laser Rifle Standard.ogg' - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "p_beam" max_shots = 4 ammo_datum_type = /datum/ammo/energy/lasgun/marine/pistol/heat/pocket diff --git a/code/modules/projectiles/guns/flamer.dm b/code/modules/projectiles/guns/flamer.dm index aaa620f3d1c..244a4ecb1c3 100644 --- a/code/modules/projectiles/guns/flamer.dm +++ b/code/modules/projectiles/guns/flamer.dm @@ -296,7 +296,7 @@ /obj/item/weapon/gun/flamer/som name = "\improper V-62 incinerator" desc = "The V-62 is a deadly weapon employed in close quarter combat, favoured as much for the terror it inspires as the actual damage it inflicts. It has good range for a flamer, but lacks the integrated extinguisher of its TGMC equivalent." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "v62" item_state = "v62" flags_gun_features = GUN_AMMO_COUNTER|GUN_WIELDED_FIRING_ONLY|GUN_WIELDED_STABLE_FIRING_ONLY|GUN_SHOWS_LOADED @@ -359,7 +359,7 @@ /obj/item/weapon/gun/flamer/mini_flamer name = "mini flamethrower" desc = "A weapon-mounted refillable flamethrower attachment.\nIt is designed for short bursts." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "flamethrower" flags_gun_features = GUN_AMMO_COUNTER|GUN_WIELDED_FIRING_ONLY|GUN_WIELDED_STABLE_FIRING_ONLY|GUN_IS_ATTACHMENT|GUN_ATTACHMENT_FIRE_ONLY @@ -505,7 +505,7 @@ GLOBAL_LIST_EMPTY(flamer_particles) /obj/item/weapon/gun/flamer/hydro_cannon name = "underslung hydrocannon" desc = "For the quenching of unfortunate mistakes." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "hydrocannon" fire_delay = 1.2 SECONDS diff --git a/code/modules/projectiles/guns/grenade_launchers.dm b/code/modules/projectiles/guns/grenade_launchers.dm index 5b558ae81e0..9b0180291f9 100644 --- a/code/modules/projectiles/guns/grenade_launchers.dm +++ b/code/modules/projectiles/guns/grenade_launchers.dm @@ -110,7 +110,7 @@ The Grenade Launchers /obj/item/weapon/gun/grenade_launcher/multinade_launcher name = "\improper GL-70 grenade launcher" desc = "The GL-70 is the standard grenade launcher used by the TerraGov Marine Corps for area denial and big explosions." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t70" item_state = "t70" fire_animation = "t70_fire" @@ -140,7 +140,7 @@ The Grenade Launchers /obj/item/weapon/gun/grenade_launcher/underslung name = "underslung grenade launcher" desc = "A weapon-mounted, reloadable, two-shot grenade launcher." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "grenade" max_shells = 2 //codex max_chamber_items = 1 @@ -197,7 +197,7 @@ The Grenade Launchers /obj/item/weapon/gun/grenade_launcher/underslung/br64 name = "\improper BR-64 underslung grenade launcher" desc = "A weapon-mounted, reloadable, two-shot grenade launcher designed to fit the BR-64." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "t64_grenade" pixel_shift_x = 21 pixel_shift_y = 15 diff --git a/code/modules/projectiles/guns/mounted.dm b/code/modules/projectiles/guns/mounted.dm index be70063a366..c01901cf30f 100644 --- a/code/modules/projectiles/guns/mounted.dm +++ b/code/modules/projectiles/guns/mounted.dm @@ -2,8 +2,8 @@ /obj/item/storage/box/hsg102 name = "\improper HSG-102 crate" desc = "A large and rusted metal case. It has not seen much use. Written in faded letters on its top, it says, \"This is a HSG-102 heavy smartgun\". There are many other warning labels atop that are too faded to read." - icon = 'icons/Marine/marine-hmg.dmi' - icon_state = "crate" + icon = 'icons/obj/items/ammo/stationary.dmi' + icon_state = "hsg102_crate" w_class = WEIGHT_CLASS_HUGE storage_slots = 7 bypass_w_limit = list( @@ -23,7 +23,7 @@ w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "turret" fire_sound = 'sound/weapons/guns/fire/hmg2.ogg' @@ -69,7 +69,7 @@ /obj/item/weapon/gun/hsg102/hsg_nest name = "\improper HSG-102 heavy smartgun nest" desc = "A HSG-102 heavy smartgun mounted upon a small reinforced post with sandbags to provide a small machinegun nest for all your defense purpose needs." - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "entrenched" default_ammo_type = /obj/item/ammo_magazine/hsg102/hsg_nest @@ -98,7 +98,7 @@ w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "minigun" caliber = CALIBER_762X51 @@ -137,7 +137,7 @@ /obj/item/weapon/gun/standard_minigun/nest name = "\improper MG-2005 mounted minigun nest" desc = "A MG-2005 mounted minigun mounted upon a small reinforced post with sandbags." - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "minigun_nest" flags_item = IS_DEPLOYABLE|TWOHANDED|DEPLOYED_NO_PICKUP|DEPLOY_ON_INITIALIZE @@ -156,7 +156,7 @@ desc = "The ATR-22 is a recoiling barrel 20mm autocannon, created to be used against low flying targets, it is however able to engage ground targets at medium ranges with extreme efficency even if the recoil makes it near impossible to hit anything close by, its bullets will shred hard targets such as armored foes or walls. Both barrels can be fired at the same time rather than in sequence, but will incur large scatter penalties do so." w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-ac.dmi' + icon = 'icons/obj/artillery/atr22.dmi' icon_state = "autocannon" fire_sound = SFX_AC_FIRE reload_sound = 'sound/weapons/guns/interact/minigun_cocked.ogg' @@ -203,7 +203,7 @@ w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "heavylaser" fire_sound = 'sound/weapons/guns/fire/tank_flamethrower.ogg' @@ -286,7 +286,7 @@ w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-fkgun.dmi' + icon = 'icons/obj/artillery/fk88.dmi' icon_state = "isg" fire_sound = 'sound/weapons/guns/fire/tank_cannon1.ogg' reload_sound = 'sound/weapons/guns/interact/tat36_reload.ogg' @@ -331,7 +331,7 @@ /obj/item/weapon/gun/hsg102/death name = "\improper \"Death incarnate\" heavy machine gun" desc = "It looks like a regular HSG-102, however glowing archaeic writing glows faintly on its sides and top. It beckons for blood." - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' aim_slowdown = 3 scatter = 30 @@ -353,7 +353,7 @@ desc = "An absolute monster of a weapon, this is a watercooled heavy machinegun modernized by some crazy armorer with a wheeling kit included. Considering the mish mash of parts for the wheeling kit, you think its from another model of the gun. The pinnacle at holding a chokepoint. Holds 500 rounds of 10x28mm caseless in a box case. IS NOT IFF CAPABLE. Aiming carefully recommended. Can be repaired with a blowtorch once deployed. Alt Right click to unanchor and reanchor it." w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "mg08" fire_sound = 'sound/weapons/guns/fire/mg08.ogg' @@ -399,7 +399,7 @@ desc = "The MG-27 is the SG-29s aging IFF-less cousin, made for rapid accurate machinegun fire in a short amount of time, you could use it while standing, not a great idea. Use the tripod for actual combat. It uses 10x27mm boxes." flags_equip_slot = ITEM_SLOT_BACK w_class = WEIGHT_CLASS_BULKY - icon = 'icons/Marine/marine-mmg.dmi' + icon = 'icons/obj/items/gun/mg27.dmi' icon_state = "t27" item_state = "t27" caliber = CALIBER_10X27_CASELESS // codex @@ -431,10 +431,7 @@ /obj/item/attachable/bayonetknife/som, /obj/item/attachable/scope/mini, /obj/item/attachable/scope/unremovable/mg27, - /obj/item/attachable/stock/mg27, ) - - starting_attachment_types = list(/obj/item/attachable/stock/mg27) attachable_offset = list("muzzle_x" = 45, "muzzle_y" = 19,"rail_x" = 18, "rail_y" = 24, "under_x" = 28, "under_y" = 13, "stock_x" = 0, "stock_y" = 0) flags_item = IS_DEPLOYABLE|TWOHANDED @@ -459,15 +456,14 @@ undeploy_time = 0.5 SECONDS max_integrity = 200 - /obj/item/weapon/gun/mg27/machinegunner - starting_attachment_types = list(/obj/item/attachable/stock/mg27, /obj/item/attachable/scope/unremovable/mg27) + starting_attachment_types = list(/obj/item/attachable/scope/unremovable/mg27) /obj/item/weapon/gun/clf_heavyrifle name = "\improper PTR-41/1785 anti-mech gun" desc = "The PTR-41/1785 is a bottom shelf solution modernized for dealing with armor, while one could use it while standing it is obviously not a great idea. It is recommended to be used while the bipod is deployed. It uses 14.5mm high velocity rounds that will certainly leave a hole in whatever unfortunate soul is hit by it." w_class = WEIGHT_CLASS_BULKY - icon = 'icons/Marine/clf_heavyrifle.dmi' + icon = 'icons/obj/items/gun/clf_heavyrifle.dmi' icon_state = "ptrs" item_state = "ptrs" item_icons = list( @@ -541,7 +537,7 @@ name = "\improper AT-36 anti tank gun" desc = "The AT-36 is a light dual purpose anti tank and anti personnel weapon used by the TGMC. Used for light vehicle or bunker busting on a short notice. Best used by two people. It can move around with wheels, and has an ammo rack intergral to the weapon. CANNOT BE UNDEPLOYED ONCE DEPLOYED! It uses several types of 37mm shells boxes. Alt-right click on it to anchor it so that it cannot be moved by anyone, then alt-right click again to move it." w_class = WEIGHT_CLASS_BULKY - icon = 'icons/Marine/marine-atgun.dmi' + icon = 'icons/obj/artillery/at36.dmi' icon_state = "tat36" item_state = "tat36" caliber = CALIBER_37MM // codex @@ -625,7 +621,7 @@ w_class = WEIGHT_CLASS_HUGE flags_equip_slot = ITEM_SLOT_BACK caliber = CALIBER_40MM - icon = 'icons/Marine/marine-hmg.dmi' + icon = 'icons/obj/items/gun/hmg.dmi' icon_state = "ags" fire_sound = 'sound/weapons/guns/fire/ags.ogg' reload_sound = 'sound/weapons/guns/interact/minigun_cocked.ogg' diff --git a/code/modules/projectiles/guns/pistols.dm b/code/modules/projectiles/guns/pistols.dm index 72e2382e309..3fd67c1c465 100644 --- a/code/modules/projectiles/guns/pistols.dm +++ b/code/modules/projectiles/guns/pistols.dm @@ -672,7 +672,7 @@ It is a modified Beretta 93R, and can fire three round burst or single fire. Whe desc = "The PL-5 is a true and tested ICCAF handgun, used for a very long time with minimal changes to the core design, best used at close quarters with its higher than usual magazine size for its caliber. It is chambered in .45 ACP." icon_state = "pl5" item_state = "pl5" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' caliber = CALIBER_45ACP //codex max_shells = 18 //codex fire_sound = 'sound/weapons/guns/fire/colt.ogg' @@ -761,7 +761,7 @@ It is a modified Beretta 93R, and can fire three round burst or single fire. Whe /obj/item/weapon/gun/pistol/smart_pistol name = "\improper SP-13 smart pistol" desc = "The SP-13 is a IFF-capable sidearm used by the TerraGov Marine Corps. A cutting-edge miniaturization technology allows mounting of a KTLD IFF system on the pistol, albeit at high manufactoring cost and the usual specialized training required to use such a pistol. Unique design feature high-capacity mag on top of the barrel, with integrated sight." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "sp13" item_state = "sp13" caliber = CALIBER_9X19 //codex diff --git a/code/modules/projectiles/guns/revolvers.dm b/code/modules/projectiles/guns/revolvers.dm index ccfce90d60a..5c1c34bb0e4 100644 --- a/code/modules/projectiles/guns/revolvers.dm +++ b/code/modules/projectiles/guns/revolvers.dm @@ -331,7 +331,7 @@ /obj/item/weapon/gun/revolver/standard_magnum name = "\improper R-76 KC magnum" desc = "The R-76 magnum is an absolute beast of a handgun used by the TGMC, rumors say it was created as a money laundering scheme by some general due to the sheer inpracticality of this firearm. Hits hard, recommended to be used with its stock attachment. Chambered in 12.7mm." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t76" item_state = "t76" fire_animation = "t76_fire" @@ -455,7 +455,7 @@ /obj/item/weapon/gun/revolver/r44/coltrifle name = "\improper M1855 Revolving Rifle" desc = "A revolver and carbine hybrid, designed and manufactured a long time ago by Crowford Armory Union. Popular back then, but completely obsolete today. Still used by some antiquity lovers." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "coltrifle" item_state = "coltrifle" item_icons = list( @@ -510,7 +510,7 @@ /obj/item/weapon/gun/revolver/t500 name = "\improper R-500 'Nigredo' revolver" desc = "The R-500 'Nigredo' revolver, chambered in .500 Nigro Express. Hard to use, but hits as hard as it’s kicks your hand. This handgun made by BMSS, designed to be deadly, unholy force to stop everything what moves, so in exchange for it, revolver lacking recoil control and have tight cocking system. Because of its specific, handcanon niche, was produced in small numbers. Black & Metzer special attachments system can turn extremely powerful handgun to fullscale rifle, making it a weapon to surpass Metal Gear." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t500" item_icons = list( slot_l_hand_str = 'icons/mob/items_lefthand_1.dmi', @@ -569,7 +569,7 @@ /obj/item/weapon/gun/revolver/t312 name = "R-312 'Albedo' Revolver" desc = "Futuristic style revolver with railgun system, using to fire EMB (experimental medical bullets). Just first make sure that you chambered EMB, but not .500 White Express." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t312" item_state = "t312" item_icons = list( diff --git a/code/modules/projectiles/guns/rifles.dm b/code/modules/projectiles/guns/rifles.dm index b2a6f71056e..3cd8de10608 100644 --- a/code/modules/projectiles/guns/rifles.dm +++ b/code/modules/projectiles/guns/rifles.dm @@ -221,7 +221,7 @@ /obj/item/weapon/gun/rifle/dmr37 name = "\improper DMR-37 SCA designated marksman rifle" desc = "The San Cristo Arms DMR-37 is the TerraGov Marine Corps designated marksman rifle. It is rather well-known for it's very consistent target placement at longer than usual range, it however lacks a burst fire mode or an automatic mode. It is mostly used by people who prefer to do more careful shooting than most. Uses 10x27mm caseless caliber." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t37" item_state = "t37" item_icons = list( @@ -340,7 +340,7 @@ desc = "The San Cristo Arms BR-64 is the TerraGov Marine Corps main battle rifle. It is known for its consistent ability to perform well at most ranges, and medium range stopping power with bursts. It is mostly used by people who prefer a bigger round than the average. Uses 10x26.5smm caseless caliber." icon_state = "t64" item_state = "t64" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items_lefthand_64.dmi', slot_r_hand_str = 'icons/mob/items_righthand_64.dmi', @@ -421,7 +421,7 @@ /obj/item/weapon/gun/rifle/m412 name = "\improper PR-412 pulse rifle" desc = "The PR-412 rifle is a Pulse Industries rifle, billed as a pulse rifle due to its use of electronic firing for faster velocity. A rather common sight in most systems. Uses 10x24mm caseless ammunition." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "m412" item_state = "m412" muzzleflash_iconstate = "muzzle_flash_medium" @@ -539,7 +539,7 @@ /obj/item/weapon/gun/rifle/m41a name = "\improper PR-11 pulse rifle" desc = "A strange failed electronically fired rifle, a rather unknown weapon of its time. It caused a surge in the use of electronic firing in the modern era though. Uses 10x24mm caseless ammunition. Has a irremoveable grenade launcher." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "m41a" item_state = "m41a" fire_sound = SFX_GUN_PULSE @@ -587,7 +587,7 @@ /obj/item/weapon/gun/rifle/mpi_km name = "\improper MPi-KM assault rifle" desc = "A cheap and robust rifle, sometimes better known as an 'AK'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost and higher than usual caliber rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "ak47" item_state = "ak47" caliber = CALIBER_762X39 //codex @@ -702,7 +702,7 @@ /obj/item/weapon/gun/rifle/lmg_d name = "\improper lMG-D light machinegun" desc = "A cheap and robust machinegun, sometimes better known as an 'RPD'. Chambers 7.62x39mm. Despite lacking attachment points beyond its underbarrel, remains a popular product on the black market with its cheap cost, high capacity and higher than usual caliber rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "rpd" item_state = "rpd" fire_animation = "rpd_fire" @@ -763,7 +763,7 @@ /obj/item/weapon/gun/rifle/dpm name = "\improper Degtyaryov 'RP' machine gun" desc = "A cheap and robust machine gun seen commonly in the fringes of the bubble. Fires high caliber rounds to accommodate for its sluggish rate of fire, it is generally found being called 'The Record Player' due to the resemblance. Fires 7.62x39mm AP rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "dp27" item_state = "dp27" max_shells = 47 //codex @@ -805,7 +805,7 @@ /obj/item/weapon/gun/rifle/m16 name = "\improper FN M16A4 assault rifle" desc = "A light, versatile assault rifle with a 30 round magazine, chambered to fire the 5.56x45mm NATO cartridge. The 4th generation in the M16 platform, this FN variant has added automatic fire selection and retains relevance among mercenaries and militias thanks to its high customizability. It is incredibly good at rapid burst fire, but must be paced correctly." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "m16a4" item_state = "m16a4" muzzleflash_iconstate = "muzzle_flash_medium" @@ -876,7 +876,7 @@ /obj/item/weapon/gun/rifle/famas name = "\improper FAMAS assault rifle" desc = "A light, versatile fast firing assault rifle with a 24 round magazine and short range scope, chambered to fire the 5.56x45mm NATO cartridge within a short amount of time." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "famas" item_state = "famas" muzzleflash_iconstate = "muzzle_flash_medium" @@ -1017,7 +1017,7 @@ /obj/item/weapon/gun/rifle/mg60 name = "\improper MG-60 Raummetall general purpose machine gun" desc = "The Raummetall MG-60 general purpose machinegun is the TGMC's current standard GPMG. Though usually seen mounted on vehicles, it is sometimes used by infantry to hold chokepoints or suppress enemies, or in rare cases for marching fire. It uses 10x26mm boxes." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t60" item_state = "t60" fire_animation = "loaded_fire" @@ -1093,7 +1093,7 @@ /obj/item/weapon/gun/rifle/m412l1_hpr name = "\improper PR-412L1 heavy pulse rifle" desc = "A large weapon capable of laying down supressing fire, based on the PR-412 pulse rifle platform. Effective in burst fire. Uses 10x24mm caseless ammunition." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "m412l1" item_state = "m412l1" caliber = CALIBER_10X24_CASELESS //codex @@ -1160,7 +1160,7 @@ /obj/item/weapon/gun/rifle/type71 name = "\improper Type 71 'GROZA' pulse rifle" desc = "The primary rifle of the USL pirates, the Type 71 is a reliable rifle chambered in 7.62x39mm, firing in three round bursts to conserve ammunition. A newer model for surpression roles to comply with overmatch doctrines is in progress and only issued to a limited number of privates in the USL." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "type71" item_state = "type71" unique_reskin = list( @@ -1415,7 +1415,7 @@ /obj/item/weapon/gun/rifle/sg62 name = "\improper SG-62 Kauser-KT smart target rifle" desc = "The Kauser-KT SG-62 is a IFF-capable rifle used by the TerraGov Marine Corps, coupled with a spotting rifle that is also IFF capable of applying various bullets with specialized ordnance, this is a gun with many answers to many situations... if you have the right ammo loaded. Requires special training and it cannot turn off IFF. It uses high velocity 10x27mm for the rifle and 12x66mm ammunition for the underslung rifle." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "sg62" item_state = "sg62" caliber = CALIBER_10X27_CASELESS //codex @@ -1464,7 +1464,7 @@ name = "SG-153 spotting rifle" desc = "An underslung spotting rifle, generally found ontop of another gun." icon_state = "sg153" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' fire_sound = 'sound/weapons/guns/fire/spottingrifle.ogg' caliber = CALIBER_12X7 slot = ATTACHMENT_SLOT_UNDER @@ -1547,7 +1547,7 @@ /obj/item/weapon/gun/rifle/sr127 name = "\improper SR-127 Bauer bolt action rifle" desc = "The Bauer SR-127 is the standard issue bolt action rifle used by the TGMC. Known for its long range accuracy and use by marksmen despite its age and lack of IFF, though careful aim allows fire support from behind. It has an irremoveable scope. Uses 8.6×70mm box magazines." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "tl127" item_state = "tl127" item_icons = list( @@ -1742,7 +1742,7 @@ /obj/item/weapon/gun/rifle/ar21 name = "\improper AR-21 Kauser skirmish rifle" desc = "The Kauser AR-21 is a versatile rifle is developed to bridge a gap between higher caliber weaponry and a normal rifle. It fires a strong 10x25mm round, which has decent stopping power. It however suffers in magazine size and movement capablity compared to smaller peers." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t21" item_state = "t21" item_icons = list( @@ -1884,7 +1884,7 @@ /obj/item/weapon/gun/rifle/mkh name = "\improper MKH-98 storm rifle" desc = "A certified classic, this reproduction design was hailed as the first successful assault rifle concept, generally termed a 'storm rifle'. Has a higher than usual firerate for its class, but suffers in capacity. This version of it chambers 7.62x39mm." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "mkh98" item_state = "mkh98" caliber = CALIBER_762X39 //codex @@ -1926,7 +1926,7 @@ /obj/item/weapon/gun/rifle/tx54 name = "\improper GL-54 grenade launcher" desc = "A magazine fed, semi-automatic grenade launcher designed to shoot airbursting smart grenades. Requires a T49 scope for precision aiming." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "tx54" item_state = "tx54" ///todo max_shells = 5 //codex @@ -1979,7 +1979,7 @@ /obj/item/weapon/gun/rifle/tx54/mini name = "\improper GL-55 20mm grenade launcher" desc = "A weapon-mounted, reloadable, five-shot grenade launcher." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "tx55gl" placed_overlay_iconstate = "tx55gl" attachable_allowed = list() @@ -2081,7 +2081,7 @@ /obj/item/weapon/gun/rifle/garand name = "\improper CAU C1 Garand self loading rifle" desc = "The Carlford-1 is a remastered classic made by Carlford Armories, made to fit in the modern day. Most of the noticeable differences are minor rail modifications. Other than that, it is a faithful recreation with the trademark ping sound and all. Uses .30-06 enbloc clips." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "garand" item_state = "garand" item_icons = list( @@ -2146,7 +2146,7 @@ name = "\improper V-31 assault rifle" desc = "The V-31 was the primary rifle of the Sons of Mars until the introduction of more advanced energy weapons. Nevertheless, the V-31 continues to see common use due to its comparative ease of production and maintenance, and due to the inbuilt low velocity railgun designed for so called 'micro' grenades. Has good handling due to its compact bullpup design, and is generally effective at all ranges. Uses 10x25mm caseless ammunition." icon_state = "v31" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' item_state = "v31" fire_sound = 'sound/weapons/guns/fire/som_rifle.ogg' dry_fire_sound = 'sound/weapons/guns/fire/m41a_empty.ogg' @@ -2243,7 +2243,7 @@ /obj/item/weapon/gun/rifle/som_carbine name = "\improper V-34 carbine" desc = "An old but robust weapon that saw extensive use in the Martian uprising. A comparatively light and compact weapon, it still packs a considerable punch thanks to a good rate of fire and high calibre, although at range its effective drops off considerably. It is chambered in 7.62x39mm." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "v34" item_state = "v34" caliber = CALIBER_762X39 @@ -2315,7 +2315,7 @@ /obj/item/weapon/gun/rifle/som_mg name = "\improper V-41 machine gun" desc = "The V-41 is a large man portable machine used by the SOM, allowing for sustained, accurate suppressive firepower at the cost of mobility and handling. Commonly seen where their preferred tactics of fast, mobile aggression is ill suited. Takes 10x26mm Caseless." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "v41" item_state = "v41" fire_animation = "v41_fire" @@ -2383,7 +2383,7 @@ /obj/item/weapon/gun/rifle/icc_sharpshooter name = "\improper L-11 sharpshooter rifle" desc = "The L-11 is a venerable and battle-tested rifle used by the ICCAF. Although rather heavy, long and unwieldy compared to most ICCAF rifles, which focus on getting up close and personal, it easily makes up with excellent long-range potential when compared to most of its peers, mostly seen in use by reserve troops who expect to fight at distance, rather than up close. Uses 10x27mm magazines." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "l11" item_state = "l11" item_icons = list( @@ -2456,7 +2456,7 @@ /obj/item/weapon/gun/rifle/icc_battlecarbine name = "\improper L-15 battlecarbine" desc = "The L-15 battlecarbine is the standard rifle of the ICCAF, boasting a high caliber round and a menacing profile, it presents an excellent CQC firearm. However it struggles at range due to high dropoff from the short barrel, units that use it say that you need to close the gap at any cost to see the true efficacy of this weapon. Uses 10x25mm caseless ammunition." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "l15" item_state = "l15" item_icons = list( @@ -2528,7 +2528,7 @@ /obj/item/weapon/gun/rifle/icc_confrontationrifle name = "\improper ML-12 confrontation rifle" desc = "The ML-12 confrontation rifle is an absolute beast of a weapon used by the ICCAF. Featuring a high caliber round in a short package, it will absolutely shred enemy targets at close quarters, a operator must mind the incredible recoil while making followup shots, however. Uses 10x28mm caseless ammunition." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "ml12" item_state = "ml12" item_icons = list( @@ -2595,7 +2595,7 @@ /obj/item/weapon/gun/rifle/icc_autoshotgun name = "\improper ML-41 autoshotgun" desc = "The ML-41 Automatic Shotgun is used by the ICCAF in fast paced boarding assaults, fielding a wide variety of ammo for all situations. Takes 16-round 12 gauge drums." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "ml41" item_state = "ml41" fire_sound = 'sound/weapons/guns/fire/shotgun.ogg' @@ -2648,7 +2648,7 @@ /obj/item/weapon/gun/rifle/icc_assaultcarbine name = "\improper L-88 assault carbine" desc = "An aged, reliable but outdated bullpup rifle used by ICCAF reserve personnel it is best used in close quarters when you need to quickly clear corners at rapid pace, has an integral foregrip and unmagnified scope to increase accuracy and reduce drag. Chambered in 5.56x45mm NATO." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "l88" item_state = "l88" muzzleflash_iconstate = "muzzle_flash_medium" @@ -2701,7 +2701,7 @@ /obj/item/weapon/gun/rifle/t25 name = "\improper T-25 smartrifle" desc = "The T-25 is the TGMC's current standard IFF-capable rifle. It's known for its ability to lay down quick fire support very well. Requires special training and it cannot turn off IFF. It uses 10x26mm ammunition." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t25" item_state = "t25" item_icons = list( diff --git a/code/modules/projectiles/guns/sentries.dm b/code/modules/projectiles/guns/sentries.dm index cbcf2aa40ec..a128aaeb4cc 100644 --- a/code/modules/projectiles/guns/sentries.dm +++ b/code/modules/projectiles/guns/sentries.dm @@ -1,7 +1,7 @@ /obj/item/weapon/gun/sentry name = "sentry" desc = "sentry" - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' fire_sound = 'sound/weapons/guns/fire/smg_heavy.ogg' reload_sound = 'sound/weapons/guns/interact/smartgun_unload.ogg' @@ -51,7 +51,7 @@ name = "Набор улучшения TUR-B" desc = "Набор инструментов, используемый для улучшения базовой модели турелей." - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' icon_state = "upgradekit" /obj/item/sentry_upgrade_kit/afterattack(atom/target, mob/user, proximity_flag, click_parameters, proximity) @@ -166,7 +166,7 @@ name = "\improper Турель COPE" desc = "The Centurion Omnidirectional Point-defense Energy sentry is a man portable, automated weapon system utilised by the SOM. It is activated in hand then thrown into place before it deploys, where it's ground hugging profile makes it a difficult target to accurately hit. Equipped with a compact volkite weapon system, and a recharging battery to allow for prolonged use, but can take normal volkite cells in a pinch." icon_state = "cope" - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' max_integrity = 225 integrity_failure = 50 deploy_time = 1 SECONDS @@ -408,7 +408,7 @@ /obj/item/weapon/gun/sentry/flamer name = "\improper Турель TUR-F \"Феникс\"" desc = "Развёртываемая автоматическая турель, имеет встроенный ИИ. Установлена модификация для ведения огня подожёнными сгустками горючего." - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' icon_state = "sentry_flamer" fire_sound = 'sound/weapons/guns/fire/flamethrower3.ogg' diff --git a/code/modules/projectiles/guns/shotguns.dm b/code/modules/projectiles/guns/shotguns.dm index b0f86988b30..2f720252c6e 100644 --- a/code/modules/projectiles/guns/shotguns.dm +++ b/code/modules/projectiles/guns/shotguns.dm @@ -76,7 +76,7 @@ desc = "The Terran Armories SH-39 combat shotgun is a semi automatic shotgun used by breachers and pointmen within the TGMC squads. Uses 12 gauge shells." force = 20 //Has a stock already flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t39" item_state = "t39" fire_sound = 'sound/weapons/guns/shotgun/SH-39/SH39.ogg' @@ -124,7 +124,7 @@ /obj/item/weapon/gun/shotgun/combat/masterkey name = "masterkey shotgun" desc = "A weapon-mounted, three-shot shotgun. Reloadable with any normal 12 gauge shell. The short barrel reduces the ammo's effectiveness drastically in exchange for fitting as a attachment.." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "masterkey" max_chamber_items = 2 attachable_allowed = list() @@ -285,7 +285,7 @@ /obj/item/weapon/gun/shotgun/pump/cmb name = "\improper SH-12 Paladin pump shotgun" desc = "A nine-round pump action shotgun. A shotgun used for hunting, home defence and police work, many versions of it exist and are used by just about anyone." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "pal12" item_state = "pal12" fire_sound = 'sound/weapons/guns/fire/shotgun_cmb.ogg' @@ -330,7 +330,7 @@ /obj/item/weapon/gun/shotgun/pump/trenchgun name = "\improper L-4034 trenchgun" desc = "A six-round pump action shotgun. A shotgun used for hunting, home defence and police work, many versions of it exist and are used by just about anyone." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "trenchgun" item_state = "trenchgun" fire_sound = 'sound/weapons/guns/fire/trenchgun.ogg' @@ -384,7 +384,7 @@ /obj/item/weapon/gun/shotgun/pump/bolt name = "\improper Mosin Nagant rifle" desc = "A mosin nagant rifle, even just looking at it you can feel the cosmoline already. Commonly known by its slang, \"Moist Nugget\", by downbrained colonists and outlaws." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "mosin" item_state = "mosin" fire_sound = 'sound/weapons/guns/fire/tgmc/kinetic/gun_mosin.ogg' @@ -451,7 +451,7 @@ name = "\improper Martini Henry lever action rifle" desc = "A lever action with room for a single round of .557/440 ball. Perfect for any kind of hunt, be it elephant or xeno with how quick to the draw it is." flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "martini" item_state = "martini" shell_eject_animation = "martini_flick" @@ -503,7 +503,7 @@ /obj/item/weapon/gun/shotgun/double/musket name = "\improper Croweson musket" desc = "A breech-loading rifle with room for a single round of 19mm ball." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "musket" item_state = "musket" inhand_x_dimension = 64 @@ -553,7 +553,7 @@ /obj/item/weapon/gun/shotgun/double/musketoon name = "\improper Croweson musketoon" desc = "Shorter-barrelled version of the musket with room for a single round of 19mm ball." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "musketoon" item_state = "musketoon" item_icons = list( @@ -640,7 +640,6 @@ /obj/item/weapon/gun/shotgun/pump/lever name = "lever action rifle" desc = "A .44 magnum lever action rifle with side loading port. It has a low fire rate, but it packs quite a punch in hunting." - icon = 'icons/obj/items/gun.dmi' icon_state = "mares_leg" item_state = "mares_leg" fire_sound = 'sound/weapons/guns/fire/leveraction.ogg'//I like how this one sounds. @@ -681,7 +680,7 @@ /obj/item/weapon/gun/shotgun/pump/lever/repeater name = "\improper Leicester Repeater" desc = "The gun that won the west or so they say. But space is a very different kind of frontier all together, chambered for .45-70 Governemnt." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "leicrepeater" item_state = "leicrepeater" unique_reskin = list( @@ -778,7 +777,7 @@ name = "\improper SH-35 pump shotgun" desc = "The Terran Armories SH-35 is the shotgun used by the TerraGov Marine Corps. It's used as a close quarters tool when someone wants something more suited for close range than most people, or as an odd sidearm on your back for emergencies. Uses 12 gauge shells.\nRequires a pump, which is the Unique Action key." flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t35" item_state = "t35" cock_animation = "t35_pump" @@ -851,7 +850,7 @@ /obj/item/weapon/gun/shotgun/zx76 name = "\improper ZX-76 assault shotgun" desc = "The ZX-76 Assault Shotgun, a incredibly rare, double barreled semi-automatic combat shotgun with a twin shot mode. Possibly the unrivaled master of CQC. Has a 9 round internal magazine." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "zx-76" item_state = "zx-76" flags_equip_slot = ITEM_SLOT_BACK @@ -899,7 +898,7 @@ desc = "The V-51 is the main shotgun utilised by the Sons of Mars. Slower firing than some other semi automatic shotguns, but packs more of a kick." flags_equip_slot = ITEM_SLOT_BACK icon_state = "v51" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' item_state = "v51" fire_sound = SFX_SHOTGUN_SOM dry_fire_sound = 'sound/weapons/guns/fire/v51_empty.ogg' @@ -966,7 +965,7 @@ /obj/item/weapon/gun/shotgun/micro_grenade name = "\improper VA-61 micro rail launcher" desc = "An in-built railgun designed to fire so called 'micro grenades'. By using railgun technology, the projectile does not need any propellant, helping greatly increase usable space for the payload." - icon = 'icons/Marine/marine-weapons.dmi' + icon = 'icons/obj/items/attachments/attachments.dmi' icon_state = "va61" fire_sound = 'sound/weapons/guns/fire/pred_plasma_shot.ogg' max_chamber_items = 2 @@ -990,7 +989,7 @@ desc = "The SH-46, is a semi-automatic, 12 Gauge, gas piston-operated shotgun, released for TGMC by CAU." force = 20 //Has a stock already flags_equip_slot = ITEM_SLOT_BACK - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "shq6" item_state = "shq6" item_icons = list( diff --git a/code/modules/projectiles/guns/smgs.dm b/code/modules/projectiles/guns/smgs.dm index 8f63426a76e..eba9bff71b6 100644 --- a/code/modules/projectiles/guns/smgs.dm +++ b/code/modules/projectiles/guns/smgs.dm @@ -173,7 +173,7 @@ /obj/item/weapon/gun/smg/m25 name = "\improper SMG-25 submachinegun" desc = "The RivArms SMG-25 submachinegun, an update to a classic design. A light firearm capable of effective one-handed use that is ideal for close to medium range engagements. Uses 10x20mm rounds in a high capacity magazine." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "m25" item_state = "m25" caliber = CALIBER_10X20_CASELESS //codex @@ -307,7 +307,7 @@ /obj/item/weapon/gun/smg/skorpion name = "\improper CZ-81 submachinegun" desc = "A robust, 20th century firearm that's a combination of pistol and submachinegun. Fires .32ACP caliber rounds from a 20 round magazine." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "skorpion" item_state = "skorpion" caliber = CALIBER_32ACP //codex @@ -348,7 +348,7 @@ /obj/item/weapon/gun/smg/ppsh name = "\improper PPSh-17b submachinegun" desc = "The PPSh-17b or \"Papasha\" is replica of a 20th century USSR model submachinegun that many terrorist organizations had copied all over the years. Despite its small-hitting firepower, its reliablity, extreme longevity and high firepower rate proves useful for the hands of the user." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "ppsh" item_state = "ppsh" caliber = CALIBER_762X25 //codex @@ -440,7 +440,7 @@ name = "\improper V-21 submachinegun" desc = "The V-21 is the principal submachinegun used by the Sons of Mars, designed to be used effectively one or two handed with a variable rate of fire. When fired at full speed it's performance is severely degraded unless used properly wielded, while the lower rate of fire can still be effectively used one handed when necessary. It uses 10x20mm caseless rounds." icon_state = "v21" - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' item_state = "v21" caliber = CALIBER_10X20_CASELESS max_shells = 50 @@ -538,7 +538,7 @@ /obj/item/weapon/gun/smg/icc_machinepistol name = "\improper PL-38 machinepistol" desc = "The PL-38 is a machinepistol used by rearline ICCAF personnel, it presents solid performance at longer ranges in a compact package, although suffers due to a slow rate of fire for its class. It uses 10x20mm caseless rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "pl38" item_state = "pl38" item_icons = list( @@ -606,7 +606,7 @@ /obj/item/weapon/gun/smg/icc_pdw name = "\improper L-40 personal defense weapon" desc = "The L-40 is the primer ICCAF submachinegun, generally termed as a 'PDW' due to its armor-piercing high velocity round, while it has adequate ranged performance, it is mostly tuned for at close quarters combat. It uses 4.6mm high velocity caseless rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "l40" item_state = "l40" item_icons = list( @@ -678,7 +678,7 @@ name = "\improper Vector storm submachinegun" desc = "The Vector is the TerraGov Marine Corps depelopment to increase assault capability of marines. Lightweight and simple to use. It features delayed blowback system, heavily reducing recoil even with its high ROF. A highly-customizable platform, it is reliable and versatile. Ideal weapon for quick assaults. Uses extended .45 ACP HP magazines" fire_sound = 'sound/weapons/guns/fire/tp23.ogg' - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "v45" item_state = "v45" item_icons = list( diff --git a/code/modules/projectiles/guns/specialist.dm b/code/modules/projectiles/guns/specialist.dm index f0ddf6a4e37..42b64c16a92 100644 --- a/code/modules/projectiles/guns/specialist.dm +++ b/code/modules/projectiles/guns/specialist.dm @@ -26,7 +26,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/sniper/antimaterial name = "\improper SR-26 scoped rifle" desc = "The SR-26 is an IFF capable sniper rifle which is mostly used by long range marksmen. It excels in long-range combat situations and support sniping. It has a laser designator installed, and the scope itself has IFF integrated into it. Uses specialized 10x28 caseless rounds made to work with the guns odd IFF-scope system. \nIt has an integrated Target Marker and a Laser Targeting system.\n\"Peace Through Superior Firepower\"." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t26" item_state = "t26" max_shells = 15 //codex @@ -244,7 +244,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/sniper/svd name = "\improper SR-33 Dragunov sniper rifle" desc = "A semiautomatic sniper rifle, famed for it's marksmanship, and is built from the ground up for it. Fires 7.62x54mmR rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' item_icons = list( slot_l_hand_str = 'icons/mob/items_lefthand_64.dmi', slot_r_hand_str = 'icons/mob/items_righthand_64.dmi', @@ -298,7 +298,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/tx8 name = "\improper BR-8 scout rifle" desc ="The BR-8 is a light specialized scout rifle, mostly used by light infantry and scouts. It's designed to be useable at all ranges by being very adaptable to different situations due to the ability to use different ammo types. Has IFF. Takes specialized overpressured 10x28mm rounds." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "tx8" item_state = "tx8" max_shells = 25 //codex @@ -366,7 +366,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/minigun name = "\improper MG-100 Vindicator Minigun" desc = "A six barreled rotary machine gun, The ultimate in man-portable firepower, capable of laying down high velocity armor piercing rounds this thing will no doubt pack a punch.. If you don't kill all your friends with it, you can use the stablizing system of the Powerpack to fire aimed fire, but you'll move incredibly slowly." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "minigun" item_state = "minigun" fire_animation = "minigun_fire" @@ -455,7 +455,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/pepperball name = "\improper PB-12 pepperball gun" desc = "The PB-12 is ostensibly riot control device used by the TGMC in spiffy colors, working through a SAN ball that sends a short acting neutralizing chemical to knock out it's target, or weaken them. Guranteed to work on just about everything. Uses SAN Ball Holders as magazines." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "pepperball" item_state = "pepperball" flags_equip_slot = ITEM_SLOT_BACK|ITEM_SLOT_BELT @@ -613,7 +613,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/launcher/rocket/sadar name = "\improper RL-152 sadar rocket launcher" desc = "The RL-152 is the primary anti-armor weapon of the TGMC. Used to take out light-tanks and enemy structures, the RL-152 rocket launcher is a dangerous weapon with a variety of combat uses. Uses a variety of 84mm rockets." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "sadar" item_state = "sadar" item_icons = list( @@ -738,7 +738,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/launcher/rocket/recoillessrifle name = "\improper RL-160 recoilless rifle" desc = "The RL-160 recoilless rifle is a long range explosive ordanance device used by the TGMC used to fire explosive shells at far distances. Uses a variety of 67mm shells designed for various purposes." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t160" item_state = "t160" max_shells = 1 //codex @@ -788,7 +788,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/launcher/rocket/oneuse name = "\improper RL-72 disposable rocket launcher" desc = "This is the premier disposable rocket launcher used throughout the galaxy, it cannot be reloaded or unloaded on the field. This one fires an 84mm explosive rocket. Spacebar to shorten or extend it to make it storeable or fireable, respectively." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "t72" item_state = "t72" max_shells = 1 //codex @@ -852,7 +852,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/launcher/rocket/som name = "\improper V-71 rocket launcher" desc = "The V-71 is a man portable rocket propelled grenade launcher employed by the SOM. It's design has changed little over centuries and is light weight and cheap to manufacture, while capable of firing a wide variety of 84mm rockets to provide excellent tactical flexibility." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "rpg" item_state = "rpg" flags_gun_features = GUN_WIELDED_FIRING_ONLY|GUN_WIELDED_STABLE_FIRING_ONLY|GUN_AMMO_COUNTER|GUN_SHOWS_LOADED|GUN_SMOKE_PARTICLES @@ -898,7 +898,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/launcher/rocket/icc name = "\improper MP-IRL rocket launcher" desc = "The Man Portable-Infantry Rocket Launcher is a man portable warhead launcher employed by the ICC. Being capable of firing a wide variety of 83m rear-mounted rockets to provide excellent tactical flexibility in a compact package." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "iccrpg" item_state = "iccrpg" flags_gun_features = GUN_WIELDED_FIRING_ONLY|GUN_WIELDED_STABLE_FIRING_ONLY|GUN_AMMO_COUNTER|GUN_SHOWS_LOADED|GUN_SMOKE_PARTICLES @@ -938,7 +938,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/railgun name = "\improper RG-220 railgun" desc = "The RG-220 is a specialized heavy duty railgun made to shred through hard armor to allow for follow up attacks. Uses specialized canisters to reload." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "railgun" item_state = "railgun" max_shells = 3 //codex @@ -980,7 +980,7 @@ Note that this means that snipers will have a slowdown of 3, due to the scope /obj/item/weapon/gun/rifle/icc_coilgun name = "\improper ML-120 coilgun" desc = "The ML-120 coilgun is the most commonly seen coilgun in ICCAF use, firing magnetic projecitles at a incredibly high velocity. It requires some windup but will penetrate walls, your foes, and your friendlies too. So watch out... Uses specialized canisters to reload." - icon = 'icons/Marine/gun64.dmi' + icon = 'icons/obj/items/gun/gun64.dmi' icon_state = "ml120" item_state = "ml120" max_shells = 5 //codex diff --git a/code/modules/projectiles/magazines/mounted.dm b/code/modules/projectiles/magazines/mounted.dm index c01517bb952..940cbcb48ff 100644 --- a/code/modules/projectiles/magazines/mounted.dm +++ b/code/modules/projectiles/magazines/mounted.dm @@ -3,8 +3,8 @@ name = "HSG-102 drum magazine (10x30mm Caseless)" desc = "A box of 300, 10x30mm caseless tungsten rounds for the HSG-102 mounted heavy smartgun." w_class = WEIGHT_CLASS_NORMAL - icon = 'icons/Marine/marine-hmg.dmi' - icon_state = "mag" + icon = 'icons/obj/items/ammo/stationary.dmi' + icon_state = "hsg102" flags_magazine = NONE caliber = CALIBER_10X30 max_rounds = 300 @@ -21,8 +21,8 @@ desc = "A box of 500, 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun. Is probably not going to fit in your backpack. Put it on your belt or back." w_class = WEIGHT_CLASS_BULKY flags_equip_slot = ITEM_SLOT_BACK|ITEM_SLOT_BELT - icon = 'icons/Marine/marine-hmg.dmi' - icon_state = "mg08_mag" + icon = 'icons/obj/items/ammo/stationary.dmi' + icon_state = "mg08" icon_state_mini = "mag_drum_big_green" flags_magazine = NONE caliber = CALIBER_10X28 @@ -35,7 +35,7 @@ desc = "A box of 250 10x28mm caseless tungsten rounds for the HMG-08 mounted heavy machinegun." w_class = WEIGHT_CLASS_NORMAL flags_equip_slot = ITEM_SLOT_BELT - icon_state = "mg08_mag_small" + icon_state = "mg08_small" icon_state_mini = "mag_hmg" max_rounds = 250 reload_delay = 5 SECONDS @@ -44,8 +44,8 @@ name = "MG-27 box magazine (10x27m Caseless)" desc = "A box of 150 10x27mm caseless rounds for the MG-27 medium machinegun." w_class = WEIGHT_CLASS_NORMAL - icon = 'icons/Marine/marine-mmg.dmi' - icon_state = "mag" + icon_state = "mg27" + icon = 'icons/obj/items/ammo/stationary.dmi' icon_state_mini = "mag_drum_big_armygreen" flags_magazine = NONE caliber = CALIBER_10X27_CASELESS @@ -57,8 +57,8 @@ name = "AGLS-37 HE magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless HE grenades for the AGLS-37 automatic grenade launcher." w_class = WEIGHT_CLASS_NORMAL - icon = 'icons/Marine/marine-hmg.dmi' - icon_state = "ags_mag" + icon = 'icons/obj/items/ammo/stationary.dmi' + icon_state = "ags" flags_magazine = NONE caliber = CALIBER_40MM max_rounds = 30 @@ -68,38 +68,38 @@ /obj/item/ammo_magazine/agls37/fragmentation name = "AGLS-37 Frag magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless Fragmentation grenades for the AGLS-37 automatic grenade launcher." - icon_state = "ags_mag_frag" + icon_state = "ags_frag" default_ammo = /datum/ammo/ags_shrapnel /obj/item/ammo_magazine/agls37/incendiary name = "AGLS-37 WP magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless White Phosphorous grenades for the AGLS-37 automatic grenade launcher." - icon_state = "ags_mag_incend" + icon_state = "ags_incend" default_ammo = /datum/ammo/ags_shrapnel/incendiary /obj/item/ammo_magazine/agls37/flare name = "AGLS-37 Flare magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless Flare grenades for the AGLS-37 automatic grenade launcher." - icon_state = "ags_mag_flare" + icon_state = "ags_flare" default_ammo = /datum/ammo/grenade_container/agls37/flare /obj/item/ammo_magazine/agls37/cloak name = "AGLS-37 Cloak magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless Cloak grenades for the AGLS-37 automatic grenade launcher." - icon_state = "ags_mag_cloak" + icon_state = "ags_cloak" default_ammo = /datum/ammo/grenade_container/agls37/cloak /obj/item/ammo_magazine/agls37/tanglefoot name = "AGLS-37 Tanglefoot magazine (40mm Caseless)" desc = "A box holding 30 40mm caseless Tanglefoot grenades for the AGLS-37 automatic grenade launcher." - icon_state = "ags_mag_pgas" + icon_state = "ags_pgas" default_ammo = /datum/ammo/grenade_container/agls37/tanglefoot /obj/item/ammo_magazine/at36 name = "AT-36 AP-HE shell (37mm Shell)" desc = "A 37mm shell for light anti tank guns. Will penetrate walls and fortifications, before hitting a target and exploding, has less payload and punch than usual rounds." w_class = WEIGHT_CLASS_BULKY - icon = 'icons/Marine/marine-atgun.dmi' + icon = 'icons/obj/items/ammo/stationary.dmi' icon_state = "tat36_shell" item_state = "tat36" flags_magazine = MAGAZINE_REFUND_IN_CHAMBER @@ -152,7 +152,7 @@ name = "autocannon high-velocity magazine(20mm)" desc = "A box of 100 high-velocity 20mm rounds for the ATR-22 mounted autocannon. Will pierce people and cover." w_class = WEIGHT_CLASS_NORMAL - icon = 'icons/Marine/marine-ac.dmi' + icon = 'icons/obj/items/ammo/stationary.dmi' icon_state = "ac_mag" item_state = "ac" flags_magazine = NONE @@ -174,13 +174,14 @@ w_class = WEIGHT_CLASS_BULKY maxcharge = 225 reload_delay = 5 SECONDS - icon = 'icons/Marine/marine-hmg.dmi' - icon_state = "hl_mag" + icon = 'icons/obj/items/ammo/stationary.dmi' + icon_state = "hl" + charge_overlay = null /obj/item/ammo_magazine/heavy_isg name = "FK-88 shell (155mm Shell)" desc = "A 15cm shell for the FK-88 mounted flak gun. How did you even get this?" - icon = 'icons/Marine/marine-fkgun.dmi' + icon = 'icons/obj/items/ammo/stationary.dmi' icon_state = "isg_ammo" item_state = "isg_ammo" w_class = WEIGHT_CLASS_BULKY diff --git a/code/modules/projectiles/sentries.dm b/code/modules/projectiles/sentries.dm index 9fe6fb7ba87..45f50cde74e 100644 --- a/code/modules/projectiles/sentries.dm +++ b/code/modules/projectiles/sentries.dm @@ -553,7 +553,7 @@ GLOBAL_LIST_INIT(sentry_ignore_List, set_sentry_ignore_List()) var/obj/item/internal_sentry = get_internal_item() if(internal_sentry) name = "Deployed " + internal_sentry.name - icon = 'icons/Marine/sentry.dmi' + icon = 'icons/obj/sentry.dmi' default_icon_state = "build_a_sentry" update_icon() @@ -561,7 +561,7 @@ GLOBAL_LIST_INIT(sentry_ignore_List, set_sentry_ignore_List()) . = ..() var/obj/item/weapon/gun/internal_gun = get_internal_item() if(internal_gun) - . += image('icons/Marine/sentry.dmi', src, internal_gun.placed_overlay_iconstate, dir = dir) + . += image('icons/obj/sentry.dmi', src, internal_gun.placed_overlay_iconstate, dir = dir) //Throwable turret /obj/machinery/deployable/mounted/sentry/cope diff --git a/code/modules/reqs/tablet.dm b/code/modules/reqs/tablet.dm index 373413c7edc..6ea80ce4b6c 100644 --- a/code/modules/reqs/tablet.dm +++ b/code/modules/reqs/tablet.dm @@ -1,7 +1,6 @@ /obj/item/supplytablet name = "ASRS tablet" desc = "A tablet for an Automated Storage and Retrieval System" - icon = 'icons/Marine/marine-navigation.dmi' icon_state = "req_tablet_off" req_access = list(ACCESS_MARINE_CARGO) flags_equip_slot = ITEM_SLOT_POCKET diff --git a/code/modules/shuttle/marine_dropship.dm b/code/modules/shuttle/marine_dropship.dm index 8c430ae5cba..f6b2eaa9d19 100644 --- a/code/modules/shuttle/marine_dropship.dm +++ b/code/modules/shuttle/marine_dropship.dm @@ -480,7 +480,7 @@ // control computer /obj/machinery/computer/shuttle/marine_dropship - icon = 'icons/Marine/shuttle-parts.dmi' + icon = 'icons/obj/machines/shuttle_console.dmi' icon_state = "console" screen_overlay = "console_emissive" resistance_flags = RESIST_ALL diff --git a/code/modules/shuttle/shuttle.dm b/code/modules/shuttle/shuttle.dm index aeffd8e790c..d09a9fdd449 100644 --- a/code/modules/shuttle/shuttle.dm +++ b/code/modules/shuttle/shuttle.dm @@ -23,7 +23,7 @@ //NORTH default dir /obj/docking_port invisibility = INVISIBILITY_ABSTRACT - icon = 'icons/Marine/marine-navigation.dmi' + icon = 'icons/obj/items/pinpointer.dmi' icon_state = "pinonfar" resistance_flags = RESIST_ALL diff --git a/code/modules/xenomorph/tunnel.dm b/code/modules/xenomorph/tunnel.dm index 7502f4eafd0..e6b484c7330 100644 --- a/code/modules/xenomorph/tunnel.dm +++ b/code/modules/xenomorph/tunnel.dm @@ -37,9 +37,7 @@ if(creator) creator.tunnels -= src creator = null - - for(var/datum/atom_hud/xeno_tactical/xeno_tac_hud in GLOB.huds) //HUD clean up - xeno_tac_hud.remove_from_hud(src) + SSminimaps.remove_marker(src) return ..() diff --git a/icons/Marine/Marine_Lockers.dmi b/icons/Marine/Marine_Lockers.dmi deleted file mode 100644 index 97afb77df07..00000000000 Binary files a/icons/Marine/Marine_Lockers.dmi and /dev/null differ diff --git a/icons/Marine/barricades.dmi b/icons/Marine/barricades.dmi deleted file mode 100644 index d832245f0f7..00000000000 Binary files a/icons/Marine/barricades.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/attachments.dmi b/icons/Marine/greyscale_gun/attachments.dmi deleted file mode 100644 index 20c5c275c73..00000000000 Binary files a/icons/Marine/greyscale_gun/attachments.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/attachments_64.dmi b/icons/Marine/greyscale_gun/attachments_64.dmi deleted file mode 100644 index 8ad9d16400c..00000000000 Binary files a/icons/Marine/greyscale_gun/attachments_64.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/back.dmi b/icons/Marine/greyscale_gun/back.dmi deleted file mode 100644 index ea589cb4feb..00000000000 Binary files a/icons/Marine/greyscale_gun/back.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/gun.dmi b/icons/Marine/greyscale_gun/gun.dmi deleted file mode 100644 index 6578b8a6974..00000000000 Binary files a/icons/Marine/greyscale_gun/gun.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/gun_64.dmi b/icons/Marine/greyscale_gun/gun_64.dmi deleted file mode 100644 index 77b30cb1e49..00000000000 Binary files a/icons/Marine/greyscale_gun/gun_64.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/l_hand.dmi b/icons/Marine/greyscale_gun/l_hand.dmi deleted file mode 100644 index 5b0901857df..00000000000 Binary files a/icons/Marine/greyscale_gun/l_hand.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/l_hand_64.dmi b/icons/Marine/greyscale_gun/l_hand_64.dmi deleted file mode 100644 index 6c1730748ec..00000000000 Binary files a/icons/Marine/greyscale_gun/l_hand_64.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/r_hand.dmi b/icons/Marine/greyscale_gun/r_hand.dmi deleted file mode 100644 index 94c2588f984..00000000000 Binary files a/icons/Marine/greyscale_gun/r_hand.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/r_hand_64.dmi b/icons/Marine/greyscale_gun/r_hand_64.dmi deleted file mode 100644 index ba204b46eb2..00000000000 Binary files a/icons/Marine/greyscale_gun/r_hand_64.dmi and /dev/null differ diff --git a/icons/Marine/greyscale_gun/suit.dmi b/icons/Marine/greyscale_gun/suit.dmi deleted file mode 100644 index 87e1aacfe05..00000000000 Binary files a/icons/Marine/greyscale_gun/suit.dmi and /dev/null differ diff --git a/icons/Marine/howitzer.dmi b/icons/Marine/howitzer.dmi deleted file mode 100644 index 5ba49b68ac9..00000000000 Binary files a/icons/Marine/howitzer.dmi and /dev/null differ diff --git a/icons/Marine/marine-ac.dmi b/icons/Marine/marine-ac.dmi deleted file mode 100644 index 4aa082f5c3a..00000000000 Binary files a/icons/Marine/marine-ac.dmi and /dev/null differ diff --git a/icons/Marine/marine-atgun.dmi b/icons/Marine/marine-atgun.dmi deleted file mode 100644 index 2e856c47d06..00000000000 Binary files a/icons/Marine/marine-atgun.dmi and /dev/null differ diff --git a/icons/Marine/marine-fkgun.dmi b/icons/Marine/marine-fkgun.dmi deleted file mode 100644 index c0249458087..00000000000 Binary files a/icons/Marine/marine-fkgun.dmi and /dev/null differ diff --git a/icons/Marine/marine-hmg.dmi b/icons/Marine/marine-hmg.dmi deleted file mode 100644 index 48c4465e412..00000000000 Binary files a/icons/Marine/marine-hmg.dmi and /dev/null differ diff --git a/icons/Marine/marine-items.dmi b/icons/Marine/marine-items.dmi deleted file mode 100644 index e8a62d3ded6..00000000000 Binary files a/icons/Marine/marine-items.dmi and /dev/null differ diff --git a/icons/Marine/marine-mmg.dmi b/icons/Marine/marine-mmg.dmi deleted file mode 100644 index ee358552592..00000000000 Binary files a/icons/Marine/marine-mmg.dmi and /dev/null differ diff --git a/icons/Marine/marine-navigation.dmi b/icons/Marine/marine-navigation.dmi deleted file mode 100644 index 806d4ab07e3..00000000000 Binary files a/icons/Marine/marine-navigation.dmi and /dev/null differ diff --git a/icons/Marine/mortar.dmi b/icons/Marine/mortar.dmi deleted file mode 100644 index 4907845d140..00000000000 Binary files a/icons/Marine/mortar.dmi and /dev/null differ diff --git a/icons/Marine/remotefob.dmi b/icons/Marine/remotefob.dmi deleted file mode 100644 index be49a6c1861..00000000000 Binary files a/icons/Marine/remotefob.dmi and /dev/null differ diff --git a/icons/Marine/shuttle-parts.dmi b/icons/Marine/shuttle-parts.dmi deleted file mode 100644 index 89bf41d1e75..00000000000 Binary files a/icons/Marine/shuttle-parts.dmi and /dev/null differ diff --git a/icons/Marine/somshipprop.dmi b/icons/Marine/somshipprop.dmi deleted file mode 100644 index e330fb8245e..00000000000 Binary files a/icons/Marine/somshipprop.dmi and /dev/null differ diff --git a/icons/effects/blips.dmi b/icons/effects/blips.dmi new file mode 100644 index 00000000000..0ff99e61a56 Binary files /dev/null and b/icons/effects/blips.dmi differ diff --git a/icons/mob/actions.dmi b/icons/mob/actions.dmi index 4d8a83e7757..8c9d76c8b8d 100644 Binary files a/icons/mob/actions.dmi and b/icons/mob/actions.dmi differ diff --git a/icons/obj/artillery/at36.dmi b/icons/obj/artillery/at36.dmi new file mode 100644 index 00000000000..e0ce55f880f Binary files /dev/null and b/icons/obj/artillery/at36.dmi differ diff --git a/icons/obj/artillery/atr22.dmi b/icons/obj/artillery/atr22.dmi new file mode 100644 index 00000000000..15a18c263ef Binary files /dev/null and b/icons/obj/artillery/atr22.dmi differ diff --git a/icons/obj/artillery/fk88.dmi b/icons/obj/artillery/fk88.dmi new file mode 100644 index 00000000000..ccab5cdd71a Binary files /dev/null and b/icons/obj/artillery/fk88.dmi differ diff --git a/icons/obj/artillery/howitzer.dmi b/icons/obj/artillery/howitzer.dmi new file mode 100644 index 00000000000..291a09bcb0d Binary files /dev/null and b/icons/obj/artillery/howitzer.dmi differ diff --git a/icons/obj/artillery/knee_mortar.dmi b/icons/obj/artillery/knee_mortar.dmi new file mode 100644 index 00000000000..8ca09a39adb Binary files /dev/null and b/icons/obj/artillery/knee_mortar.dmi differ diff --git a/icons/obj/artillery/mlrs.dmi b/icons/obj/artillery/mlrs.dmi new file mode 100644 index 00000000000..30293191b93 Binary files /dev/null and b/icons/obj/artillery/mlrs.dmi differ diff --git a/icons/obj/artillery/mortar.dmi b/icons/obj/artillery/mortar.dmi new file mode 100644 index 00000000000..fe52236b9b3 Binary files /dev/null and b/icons/obj/artillery/mortar.dmi differ diff --git a/icons/obj/artillery/mortar_double.dmi b/icons/obj/artillery/mortar_double.dmi new file mode 100644 index 00000000000..72d827290c8 Binary files /dev/null and b/icons/obj/artillery/mortar_double.dmi differ diff --git a/icons/obj/items/ammo/stationary.dmi b/icons/obj/items/ammo/stationary.dmi index 2c516c9cd66..e7dac597b3d 100644 Binary files a/icons/obj/items/ammo/stationary.dmi and b/icons/obj/items/ammo/stationary.dmi differ diff --git a/icons/Marine/marine-weapons.dmi b/icons/obj/items/attachments/attachments.dmi similarity index 100% rename from icons/Marine/marine-weapons.dmi rename to icons/obj/items/attachments/attachments.dmi diff --git a/icons/Marine/attachments_64.dmi b/icons/obj/items/attachments/attachments_64.dmi similarity index 100% rename from icons/Marine/attachments_64.dmi rename to icons/obj/items/attachments/attachments_64.dmi diff --git a/icons/obj/items/beacon.dmi b/icons/obj/items/beacon.dmi new file mode 100644 index 00000000000..9313a687aba Binary files /dev/null and b/icons/obj/items/beacon.dmi differ diff --git a/icons/obj/items/binoculars.dmi b/icons/obj/items/binoculars.dmi new file mode 100644 index 00000000000..60da65113df Binary files /dev/null and b/icons/obj/items/binoculars.dmi differ diff --git a/icons/obj/items/fuel_cell.dmi b/icons/obj/items/fuel_cell.dmi new file mode 100644 index 00000000000..a3603fec2bd Binary files /dev/null and b/icons/obj/items/fuel_cell.dmi differ diff --git a/icons/obj/items/grenade.dmi b/icons/obj/items/grenade.dmi index d78c2b57548..a960fd07242 100644 Binary files a/icons/obj/items/grenade.dmi and b/icons/obj/items/grenade.dmi differ diff --git a/icons/Marine/clf_heavyrifle.dmi b/icons/obj/items/gun/clf_heavyrifle.dmi similarity index 100% rename from icons/Marine/clf_heavyrifle.dmi rename to icons/obj/items/gun/clf_heavyrifle.dmi diff --git a/icons/obj/items/gun.dmi b/icons/obj/items/gun/gun.dmi similarity index 100% rename from icons/obj/items/gun.dmi rename to icons/obj/items/gun/gun.dmi diff --git a/icons/Marine/gun64.dmi b/icons/obj/items/gun/gun64.dmi similarity index 100% rename from icons/Marine/gun64.dmi rename to icons/obj/items/gun/gun64.dmi diff --git a/icons/obj/items/gun/hmg.dmi b/icons/obj/items/gun/hmg.dmi new file mode 100644 index 00000000000..1de1d1e323b Binary files /dev/null and b/icons/obj/items/gun/hmg.dmi differ diff --git a/icons/obj/items/gun/mg27.dmi b/icons/obj/items/gun/mg27.dmi new file mode 100644 index 00000000000..de3592c6d24 Binary files /dev/null and b/icons/obj/items/gun/mg27.dmi differ diff --git a/icons/obj/items/items.dmi b/icons/obj/items/items.dmi index 40db31df632..a448ab9dc65 100644 Binary files a/icons/obj/items/items.dmi and b/icons/obj/items/items.dmi differ diff --git a/icons/obj/items/mine.dmi b/icons/obj/items/mine.dmi new file mode 100644 index 00000000000..0b173e3d3b4 Binary files /dev/null and b/icons/obj/items/mine.dmi differ diff --git a/icons/obj/items/pinpointer.dmi b/icons/obj/items/pinpointer.dmi new file mode 100644 index 00000000000..ce9c57042c0 Binary files /dev/null and b/icons/obj/items/pinpointer.dmi differ diff --git a/icons/Marine/marine-pouches.dmi b/icons/obj/items/storage/pouches.dmi similarity index 100% rename from icons/Marine/marine-pouches.dmi rename to icons/obj/items/storage/pouches.dmi diff --git a/icons/obj/machines/fob.dmi b/icons/obj/machines/fob.dmi new file mode 100644 index 00000000000..6da7ca4004e Binary files /dev/null and b/icons/obj/machines/fob.dmi differ diff --git a/icons/Marine/fusion_eng.dmi b/icons/obj/machines/fusion_engine.dmi similarity index 100% rename from icons/Marine/fusion_eng.dmi rename to icons/obj/machines/fusion_engine.dmi diff --git a/icons/obj/machines/shuttle_console.dmi b/icons/obj/machines/shuttle_console.dmi new file mode 100644 index 00000000000..8cae40b335d Binary files /dev/null and b/icons/obj/machines/shuttle_console.dmi differ diff --git a/icons/Marine/teleporter.dmi b/icons/obj/machines/teleporter.dmi similarity index 100% rename from icons/Marine/teleporter.dmi rename to icons/obj/machines/teleporter.dmi diff --git a/icons/Marine/sentry.dmi b/icons/obj/sentry.dmi similarity index 100% rename from icons/Marine/sentry.dmi rename to icons/obj/sentry.dmi diff --git a/icons/obj/stack_objects.dmi b/icons/obj/stack_objects.dmi index 1bf0c3554c0..4b69437fdbe 100644 Binary files a/icons/obj/stack_objects.dmi and b/icons/obj/stack_objects.dmi differ diff --git a/icons/Marine/apc_prop.dmi b/icons/obj/structures/apc_prop.dmi similarity index 100% rename from icons/Marine/apc_prop.dmi rename to icons/obj/structures/apc_prop.dmi diff --git a/icons/obj/structures/barricades/concrete.dmi b/icons/obj/structures/barricades/concrete.dmi new file mode 100644 index 00000000000..7afee5bea0a Binary files /dev/null and b/icons/obj/structures/barricades/concrete.dmi differ diff --git a/icons/obj/structures/barricades/folding.dmi b/icons/obj/structures/barricades/folding.dmi new file mode 100644 index 00000000000..447b78b903e Binary files /dev/null and b/icons/obj/structures/barricades/folding.dmi differ diff --git a/icons/obj/structures/barricades/folding_metal.dmi b/icons/obj/structures/barricades/folding_metal.dmi new file mode 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/dev/null and b/icons/obj/structures/barricades/plasteel.dmi differ diff --git a/icons/obj/structures/barricades/sandbag.dmi b/icons/obj/structures/barricades/sandbag.dmi new file mode 100644 index 00000000000..7d7e3782daa Binary files /dev/null and b/icons/obj/structures/barricades/sandbag.dmi differ diff --git a/icons/obj/structures/barricades/upgrades.dmi b/icons/obj/structures/barricades/upgrades.dmi new file mode 100644 index 00000000000..959120fe1df Binary files /dev/null and b/icons/obj/structures/barricades/upgrades.dmi differ diff --git a/icons/Marine/apc.dmi b/icons/obj/structures/broken_apc.dmi similarity index 100% rename from icons/Marine/apc.dmi rename to icons/obj/structures/broken_apc.dmi diff --git a/icons/Marine/cas_plane_cockpit.dmi b/icons/obj/structures/cas/cockpit.dmi similarity index 100% rename from icons/Marine/cas_plane_cockpit.dmi rename to icons/obj/structures/cas/cockpit.dmi diff --git a/icons/Marine/cas_plane_engines.dmi 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