/proc/generate_and_hash_rsc_file | Generates a filename for a given asset.
Like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
Used so that certain asset files dont have to be hashed twice |
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/proc/get_dummy_savefile | Gets a dummy savefile for usage in icon generation.
Savefiles generated from this proc will be empty. |
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/proc/icon2base64 | Converts an icon to base64. Operates by putting the icon in the iconCache savefile,
exporting it as text, and then parsing the base64 from that.
(This relies on byond automatically storing icons in savefiles as base64) |
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/proc/is_valid_dmi_file | given a text string, returns whether it is a valid dmi icons folder path |
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/proc/get_icon_dmi_path | Given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
A weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
But stringifying rsc references returns a dmi file path
ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
So if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns "" |
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/proc/icon2asset | generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
Arguments: |
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/proc/costly_icon2asset | Costlier version of icon2asset() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs. |
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