mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-07-18 11:30:35 +01:00
cca0dfe7b6
Part one of our nefarious plans to destroy lag forever, and also accomplish some cool shit. This replaces our renderer system with plane masters, this will also be used to turn skyboxes into backdrops and thus totally remove skybox updating lag. Additionally, this will let us manipulate entire planes very easily to do all sorts of zany shit. All credit goes to the original coders, this is some seriously cool stuff. Also fixes some bizarre smoothing behaviour, reduces updateoverlays calls since now not every single structure in the game tries smoothing with nothing. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd" /> --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
544 lines
16 KiB
Plaintext
544 lines
16 KiB
Plaintext
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//generic (by snowflake) tile smoothing code; smooth your icons with this!
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/*
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Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
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To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
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If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
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Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
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Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
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DIAGONAL SMOOTHING INSTRUCTIONS
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To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
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to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
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For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
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a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
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If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
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fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
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A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
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not set properly, the underlay will default to regular floor plating.
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*/
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/* smoothing_hints */
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///Don't draw the 'F' state. Useful with SMOOTH_NO_CLEAR_ICON.
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#define SMOOTHHINT_CUT_F 1
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///Only try to match turfs (this is faster than matching all atoms)
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#define SMOOTHHINT_ONLY_MATCH_TURF 2
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///The smoother can assume that all atoms of this type will have the same canSmoothWith value.
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#define SMOOTHHINT_TARGETS_NOT_UNIQUE 4
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#define NULLTURF_BORDER 123456789
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#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
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#define DEFAULT_UNDERLAY_ICON_STATE "plating"
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#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
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/atom
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var/smoothing_flags = SMOOTH_FALSE
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var/smoothing_hints = SMOOTHHINT_TARGETS_NOT_UNIQUE
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var/tmp/top_left_corner
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var/tmp/top_right_corner
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var/tmp/bottom_left_corner
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var/tmp/bottom_right_corner
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/// TYPE PATHS I CAN SMOOTH WITH - If this is null and atom is smooth, it smooths only with itself
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var/list/canSmoothWith = null
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var/list/can_blend_with = null
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/// Icon state of the blending overlay.
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var/blend_overlay
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/// Icon state of the overlay this object uses to attach to other objects.
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var/attach_overlay
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/atom/movable
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var/can_be_unanchored = 0
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var/obj/buckled_to
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var/can_be_buckled = FALSE
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/turf
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var/list/fixed_underlay
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/// Determines if we should attempt to generate turf underlays for this type.
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var/smooth_underlays
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/// Override if you don't want decals to cut from the icon state directly but something else. Used for coloring decals, mostly
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var/tile_decal_state
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/// Decal effect for "sinking in" the edges.
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var/tile_outline
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/// How dark you want the sinking in to be. Set this if you want above to do stuff.
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var/tile_outline_alpha
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var/tile_outline_blend_process = ICON_OVERLAY
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/turf/simulated/wall/shuttle
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smooth_underlays = TRUE
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/atom/proc/calculate_adjacencies()
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if (!loc)
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return 0
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var/adjacencies = 0
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if (smoothing_hints & SMOOTHHINT_ONLY_MATCH_TURF)
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var/turf/T
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var/list/tcache
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if (smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
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tcache = SSicon_smooth.typecachecache[type]
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if (!tcache)
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tcache = typecacheof(canSmoothWith || type, FALSE, !(smoothing_flags & SMOOTH_MORE))
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SSicon_smooth.typecachecache[type] = tcache
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else
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tcache = typecacheof(canSmoothWith || type, FALSE, !(smoothing_flags & SMOOTH_MORE))
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if (smoothing_flags & SMOOTH_BORDER)
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CALCULATE_NEIGHBORS(src, adjacencies, T, !T || tcache[T.type])
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else
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CALCULATE_NEIGHBORS(src, adjacencies, T, T && tcache[T.type])
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else
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var/atom/movable/AM
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for(var/direction in GLOB.cardinals)
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AM = find_type_in_direction(src, direction)
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if(AM == NULLTURF_BORDER)
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if((smoothing_flags & SMOOTH_BORDER))
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adjacencies |= 1 << direction
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= 1 << direction
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if(adjacencies & N_NORTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(src, NORTHWEST)
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if(AM == NULLTURF_BORDER)
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if((smoothing_flags & SMOOTH_BORDER))
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adjacencies |= N_NORTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(src, NORTHEAST)
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if(AM == NULLTURF_BORDER)
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if((smoothing_flags & SMOOTH_BORDER))
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adjacencies |= N_NORTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_NORTHEAST
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if(adjacencies & N_SOUTH)
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if(adjacencies & N_WEST)
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AM = find_type_in_direction(src, SOUTHWEST)
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if(AM == NULLTURF_BORDER)
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if((smoothing_flags & SMOOTH_BORDER))
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adjacencies |= N_SOUTHWEST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHWEST
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if(adjacencies & N_EAST)
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AM = find_type_in_direction(src, SOUTHEAST)
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if(AM == NULLTURF_BORDER)
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if((smoothing_flags & SMOOTH_BORDER))
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adjacencies |= N_SOUTHEAST
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else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
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adjacencies |= N_SOUTHEAST
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return adjacencies
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/atom/movable/calculate_adjacencies()
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if (can_be_unanchored && !anchored)
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return 0
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return ..()
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///Do not use, use QUEUE_SMOOTH(atom)
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/atom/proc/smooth_icon()
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SHOULD_NOT_SLEEP(TRUE)
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if(QDELETED(src))
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return
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if(!smoothing_flags)
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return
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if (!z)
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return
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smoothing_flags &= ~SMOOTH_QUEUED
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atom_flags |= ATOM_FLAG_HTML_USE_INITIAL_ICON
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if((smoothing_flags & (SMOOTH_TRUE|SMOOTH_MORE)))
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var/adjacencies = calculate_adjacencies()
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if(smoothing_flags & SMOOTH_DIAGONAL)
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diagonal_smooth(adjacencies)
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else
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cardinal_smooth(adjacencies)
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/atom/proc/diagonal_smooth(adjacencies)
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SHOULD_NOT_SLEEP(TRUE)
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switch(adjacencies)
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if(N_NORTH|N_WEST)
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replace_smooth_overlays("d-se","d-se-0")
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if(N_NORTH|N_EAST)
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replace_smooth_overlays("d-sw","d-sw-0")
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if(N_SOUTH|N_WEST)
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replace_smooth_overlays("d-ne","d-ne-0")
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if(N_SOUTH|N_EAST)
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replace_smooth_overlays("d-nw","d-nw-0")
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if(N_NORTH|N_WEST|N_NORTHWEST)
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replace_smooth_overlays("d-se","d-se-1")
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if(N_NORTH|N_EAST|N_NORTHEAST)
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replace_smooth_overlays("d-sw","d-sw-1")
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if(N_SOUTH|N_WEST|N_SOUTHWEST)
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replace_smooth_overlays("d-ne","d-ne-1")
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if(N_SOUTH|N_EAST|N_SOUTHEAST)
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replace_smooth_overlays("d-nw","d-nw-1")
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else
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cardinal_smooth(adjacencies)
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return
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icon_state = ""
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return adjacencies
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/turf/diagonal_smooth(adjacencies)
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adjacencies = REVERSE_DIR(..())
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if (smooth_underlays && adjacencies)
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// This should be a mutable_appearance, but we're still on 510.
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// Alas.
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var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
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var/list/U = list(underlay_appearance)
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if(fixed_underlay)
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if(fixed_underlay["space"])
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var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
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underlay_appearance.icon = 'icons/turf/space.dmi'
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underlay_appearance.icon_state = istate
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underlay_appearance.plane = SPACE_PLANE
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var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
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dust.plane = DUST_PLANE
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dust.alpha = 80
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dust.blend_mode = BLEND_ADD
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U += dust
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else
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underlay_appearance.icon = fixed_underlay["icon"]
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underlay_appearance.icon_state = fixed_underlay["icon_state"]
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else
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var/turned_adjacency = turn(adjacencies, 180)
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var/turf/T = get_step(src, turned_adjacency)
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 135))
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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T = get_step(src, turn(adjacencies, 225))
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//if all else fails, ask our own turf
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
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underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
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underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
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underlays = U
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/turf/proc/get_underlays(var/list/adjacencies)
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SHOULD_NOT_SLEEP(TRUE)
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// First of all, check if there are turfs like us we can ask for underlays.
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adjacencies = calculate_adjacencies()
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var/success = FALSE
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if (smooth_underlays)
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var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
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var/list/U = list(underlay_appearance)
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for(var/direction in GLOB.alldirs)
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if(adjacencies & direction)
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var/turf/T = get_step(src, direction)
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if(T)
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if(!T.get_smooth_underlay_icon(underlay_appearance, src, direction))
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continue
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else
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success = TRUE
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break
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// If all else fails, ask our own turf
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if(!success)
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underlay_appearance.icon = base_icon
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underlay_appearance.icon_state = base_icon_state
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underlays = U
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#define ndir_to_initial(RET, ndir)\
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switch(ndir){\
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if(N_NORTH){\
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RET = "n";\
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}\
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if(N_SOUTH){\
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RET = "s";\
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}\
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if(N_EAST){\
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RET = "e";\
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}\
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if(N_WEST){\
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RET = "w";\
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}\
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}
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/**
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* Blend atoms
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*/
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/atom/proc/handle_blending(adjacencies, var/list/dir_mods)
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SHOULD_NOT_SLEEP(TRUE)
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LAZYINITLIST(dir_mods)
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// Bitfield of the directions of walls we've found.
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var/walls_found = 0
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for(var/adjacency in list(N_NORTH, N_EAST, N_SOUTH, N_WEST))
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if(adjacencies & adjacency)
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var/turf/T = get_step(src, REVERSE_DIR(adjacency))
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if(is_type_in_list(T, can_blend_with))
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if(attach_overlay)
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AddOverlays("[REVERSE_DIR(adjacency)]_[attach_overlay]")
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walls_found |= adjacency
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dir_mods["[adjacency]"] = "-[blend_overlay]"
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for(var/adjacency in list(N_NORTH, N_SOUTH))
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for(var/diagonal in list(N_WEST, N_EAST))
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//This shit is done to avoid checking twice, since the value is the same
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var/prefix
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ndir_to_initial(prefix, adjacency)
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var/suffix = prefix
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var/has_adjacency = walls_found & adjacency
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var/has_diagonal = walls_found & diagonal
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if(((adjacencies & adjacency) && (adjacencies && diagonal)) && (has_adjacency || has_diagonal))
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dir_mods["[adjacency][diagonal]"] = "-[prefix][has_adjacency ? "wall" : "win"]-[suffix][has_diagonal ? "wall" : "win"]"
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if(attach_overlay)
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AddOverlays("[prefix][suffix]_[attach_overlay]")
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return dir_mods
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#undef ndir_to_initial
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/atom/proc/cardinal_smooth(adjacencies)
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SHOULD_NOT_SLEEP(TRUE)
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//NW CORNER
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var/nw = "1-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
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if(adjacencies & N_NORTHWEST)
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nw = "1-f"
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else
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nw = "1-nw"
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else
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if(adjacencies & N_NORTH)
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nw = "1-n"
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else if(adjacencies & N_WEST)
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nw = "1-w"
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//NE CORNER
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var/ne = "2-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
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if(adjacencies & N_NORTHEAST)
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ne = "2-f"
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else
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ne = "2-ne"
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else
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if(adjacencies & N_NORTH)
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ne = "2-n"
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else if(adjacencies & N_EAST)
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ne = "2-e"
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//SW CORNER
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var/sw = "3-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
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if(adjacencies & N_SOUTHWEST)
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sw = "3-f"
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else
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sw = "3-sw"
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else
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if(adjacencies & N_SOUTH)
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sw = "3-s"
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else if(adjacencies & N_WEST)
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sw = "3-w"
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//SE CORNER
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var/se = "4-i"
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if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
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if(adjacencies & N_SOUTHEAST)
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se = "4-f"
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else
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se = "4-se"
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else
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if(adjacencies & N_SOUTH)
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se = "4-s"
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else if(adjacencies & N_EAST)
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se = "4-e"
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var/list/New
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var/list/Old
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var/cut_f = smoothing_hints & SMOOTHHINT_CUT_F
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if(top_left_corner != nw)
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if (top_left_corner)
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LAZYADD(Old, top_left_corner)
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top_left_corner = nw
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if (!cut_f || nw != "1-f")
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LAZYADD(New, nw)
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if(top_right_corner != ne)
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if (top_right_corner)
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LAZYADD(Old, top_right_corner)
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top_right_corner = ne
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if (!cut_f || ne != "2-f")
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LAZYADD(New, ne)
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if(bottom_right_corner != sw)
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if (bottom_right_corner)
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LAZYADD(Old, bottom_right_corner)
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bottom_right_corner = sw
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if (!cut_f || sw != "3-f")
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LAZYADD(New, sw)
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if(bottom_left_corner != se)
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if (bottom_left_corner)
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LAZYADD(Old, bottom_left_corner)
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bottom_left_corner = se
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if (!cut_f || se != "4-f")
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LAZYADD(New, se)
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if(Old)
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CutOverlays(Old)
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if(New)
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AddOverlays(New)
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if (icon_state && !(smoothing_flags & SMOOTH_NO_CLEAR_ICON))
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icon_state = null
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// A more stripped down version of the above, meant for using images to apply multiple smooth overlays
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// at once.
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/proc/cardinal_smooth_fromicon(icon/I, adjacencies)
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SHOULD_NOT_SLEEP(TRUE)
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//NW CORNER
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var/nw = "1-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
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if(adjacencies & N_NORTHWEST)
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nw = "1-f"
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else
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nw = "1-nw"
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else
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if(adjacencies & N_NORTH)
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nw = "1-n"
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else if(adjacencies & N_WEST)
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nw = "1-w"
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//NE CORNER
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var/ne = "2-i"
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if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
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if(adjacencies & N_NORTHEAST)
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ne = "2-f"
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else
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ne = "2-ne"
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else
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if(adjacencies & N_NORTH)
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ne = "2-n"
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else if(adjacencies & N_EAST)
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ne = "2-e"
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//SW CORNER
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var/sw = "3-i"
|
|
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
|
|
if(adjacencies & N_SOUTHWEST)
|
|
sw = "3-f"
|
|
else
|
|
sw = "3-sw"
|
|
else
|
|
if(adjacencies & N_SOUTH)
|
|
sw = "3-s"
|
|
else if(adjacencies & N_WEST)
|
|
sw = "3-w"
|
|
|
|
//SE CORNER
|
|
var/se = "4-i"
|
|
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
|
|
if(adjacencies & N_SOUTHEAST)
|
|
se = "4-f"
|
|
else
|
|
se = "4-se"
|
|
else
|
|
if(adjacencies & N_SOUTH)
|
|
se = "4-s"
|
|
else if(adjacencies & N_EAST)
|
|
se = "4-e"
|
|
|
|
var/image/nw_i = image(I, nw)
|
|
var/image/ne_i = image(I, ne)
|
|
var/image/sw_i = image(I, sw)
|
|
var/image/se_i = image(I, se)
|
|
|
|
return list(nw_i, ne_i, sw_i, se_i)
|
|
|
|
/proc/find_type_in_direction(atom/source, direction)
|
|
var/turf/target_turf = get_step(source, direction)
|
|
if(!target_turf)
|
|
return NULLTURF_BORDER
|
|
|
|
if (source.smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
|
|
var/list/tcache = SSicon_smooth.typecachecache[source.type]
|
|
if (!tcache)
|
|
tcache = typecacheof(source.canSmoothWith || source.type, FALSE, !(source.smoothing_flags & SMOOTH_MORE))
|
|
SSicon_smooth.typecachecache[source.type] = tcache
|
|
|
|
if (is_type_in_typecache(target_turf, tcache))
|
|
return target_turf
|
|
return typecache_first_match(target_turf.contents, tcache)
|
|
else
|
|
if(source.canSmoothWith)
|
|
var/atom/A
|
|
if(source.smoothing_flags & SMOOTH_MORE)
|
|
for(var/a_type in source.canSmoothWith)
|
|
if( istype(target_turf, a_type) )
|
|
return target_turf
|
|
if (ispath(a_type, /turf))
|
|
continue
|
|
A = locate(a_type) in target_turf
|
|
if(A)
|
|
return A
|
|
return null
|
|
|
|
for(var/a_type in source.canSmoothWith)
|
|
if(a_type == target_turf.type)
|
|
return target_turf
|
|
if (ispath(a_type, /turf))
|
|
continue
|
|
A = locate(a_type) in target_turf
|
|
if(A && A.type == a_type)
|
|
return A
|
|
return null
|
|
else
|
|
if(isturf(source))
|
|
return source.type == target_turf.type ? target_turf : null
|
|
var/atom/A = locate(source.type) in target_turf
|
|
return A && A.type == source.type ? A : null
|
|
|
|
//Icon smoothing helpers
|
|
/proc/smooth_zlevel(var/zlevel)
|
|
SHOULD_NOT_SLEEP(TRUE)
|
|
|
|
for(var/turf/T as anything in Z_TURFS(zlevel))
|
|
QUEUE_SMOOTH(T)
|
|
|
|
for(var/atom/movable/movable_to_smooth as anything in T)
|
|
QUEUE_SMOOTH(movable_to_smooth)
|
|
|
|
/atom/proc/clear_smooth_overlays()
|
|
SHOULD_NOT_SLEEP(TRUE)
|
|
|
|
CutOverlays(list(top_left_corner, top_right_corner, bottom_left_corner, bottom_right_corner))
|
|
top_left_corner = null
|
|
top_right_corner = null
|
|
bottom_right_corner = null
|
|
bottom_left_corner = null
|
|
|
|
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
|
|
SHOULD_NOT_SLEEP(TRUE)
|
|
|
|
clear_smooth_overlays()
|
|
var/list/O = list()
|
|
top_left_corner = nw
|
|
O += nw
|
|
top_right_corner = ne
|
|
O += ne
|
|
bottom_left_corner = sw
|
|
O += sw
|
|
bottom_right_corner = se
|
|
O += se
|
|
AddOverlays(O)
|