Files
Aurora.3/code/_helpers/icon_smoothing.dm
Matt Atlas 659752e2ea Removes goonchat, adds TGChat and TG Stat Panels (#16514)
* tgui the beginning

* binaries and the like

* Bring in the last of it

* Example radio UI

* delete example

* NTOS Main Menu, start on manifest, tgui states

* tasks.json

* gunnery ui pt 1

* okay

* fix everything

* scss update

* oops

* manifest gigablast

* downloader part 1

* download prt 2

* NTOSDownloader final

* mfw committing to_worlds

* gunnery console pt2

* i cooked

* targeting (finished)

* one vueui down

* voting ui almost done

* MY MIND FEELS LIKE AN ARCH ENEMYYYY

* voting ui down

* photocopier

* ntos config + download fixes

* photocopier 2

* refactor define

* NTOS client manager + fixes

* fax machine final (it also uses toner now)

* marching forwards... left behind...

* ntnrc part 1

* canister

* add quotes

* portable pumps pt1 + more backgrounds

* oops

* finish the portable pump

* freezers

so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...

* doors ui pt1

* finish doors UI (forgive me wildkins it's a bit of shitcode)

* vitals monitor, make things use labeled lists, new backgrounds

* mais j'envoyé aucun mayday...

* maglock pt1

* pour ça je me suis perdu...

* infrared

* fix that

* prox sensor pt1

* prox sensor

* signaler (this was actually pretty hard)

* atmos control pt1

* atmos control pt1.1

* atmos pt 2

* fuel injector

* multitool UI

* jammer

* list viewer

* APC

* portgen

* targeting console updates + SMES ui

* new themes, shield generator

* supermatter

* Add ore detector and (shitty) NTNet Relay

* orderterminal pt1

* orderterminal pt2

* smartfridge

* Add (air-)tank GUI update ore detector size

* Adds Transfer Valves

* Add AtmoScrubber

* analyzer pt1

* weapons analyzer pt2

* bodyscanner pt1

* bodyscanner pt2

* fix this shitcode

* seed storage

* appearance changer

* appearance changer final

* sleeper pt1

* sleeper

* gps

* vehicles

* chem dispenser

* lily request

* holopad

* tgui modules pt1

* ppanel

* damage menu

* fixes

* im here too now

* follow menu, search bars

* quikpay

* quikpay fixes

* circuit printer

* ppanel

* ppanel updates

* pai

* turret controls (i want to kill myself)

* tweak

* remove the boardgame

* guntracker

* implant tracker

* penal mechs

come close to me, come close to me

* chem codex

* pai radio

* doorjack

* pai directives

* signaler removal, sensors

* ghost spawner

* spawnpoint

* fixes

* teleporter

* one more to the chopping block

* account database

* remove divider

* scanner, atmos

* latejoin ui pt1

* latejoin

* records pt1

* RECORDS UI DONE

* delete interpreter & records

* CHAT FUCKING CLIENT

* data updates

* fix some things

* final UI, log

* basic nanoui fix

* antag panel

* remove vueui

* atm update

* vending update

* warrants, cameras

* ntmonitor

* time comes for all

* preserve this legacy

* bring that back (oops)

* rcon, ui auto update for computer UIs, remove rcon computers

* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)

* A LIKE SUPREME

* a

* power monitor

* lights on

* fuck this code, fuck nanoui modules, and fuck nanoui

* LEAVE IT OH SO FAR BEHIND

* fix alarm monitoring for synths

* I SAW IN YOU WHAT LIFE WAS MISSING

* comms console

* idcard and record updates

* turn the light on

* arcade

* pt2

* news browser

* static

* crusher

* f

* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO

* codeowners & suit sensors

* html ui style removal

* make lint happy

* tgchat

* tgpanels pt1

* THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!!

* figure out why stat isnt working

* goodbye ping

* shhh

* stat updates

* An oath sworn in scors! Omni vortex lies!

* final almost edits

* fix that

* last skin adjustments

* resist and disorder

* i slowly get up and turn off the noise, already fed up...

* pleaseeeeeeeeeeeeeee

* THE CREDIT LARP IS NECESSARY

* i hold the keys

* RISE UP

* fix that?

* harry's suggestions xoxo

* runtime fix pt2

* You are the only thing that I still care about

* fix runtimes and cl

* whoops

* misc fixes

* fix that too

* adds build workflow

* f

* Update update_tgui.yml

* adds some needed steps

* ATM

* misc fixes and tweaks

* fixes 2

* make newscasters usable and fix use power on freezers

* turret control is clearer

* remove duplicate

* makes some verb tabs work properly

* makes verbs work properly for real

* sans moi

* fixes pt2

* fix the chat unnecessarily reloading

* fixes

* epic

* fixes

* fix missing consoles

---------

Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
2023-06-26 02:00:14 +02:00

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//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
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.
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;
Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
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
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
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:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
*/
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
#define N_NORTH 2
#define N_SOUTH 4
#define N_EAST 16
#define N_WEST 256
#define N_NORTHEAST 32
#define N_NORTHWEST 512
#define N_SOUTHEAST 64
#define N_SOUTHWEST 1024
#define SMOOTH_FALSE 0 // not smooth
#define SMOOTH_TRUE 1 // smooths with exact specified types or just itself
#define SMOOTH_MORE 2 // smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
#define SMOOTH_DIAGONAL 4 // if atom should smooth diagonally, this should be present in 'smooth' var
#define SMOOTH_BORDER 8 // atom will smooth with the borders of the map
#define SMOOTH_QUEUED 16 // atom is currently queued to smooth.
#define SMOOTH_NO_CLEAR_ICON 32 // don't clear the atom's icon_state on smooth.
#define SMOOTHHINT_CUT_F 1 // Don't draw the 'F' state. Useful with SMOOTH_NO_CLEAR_ICON.
#define SMOOTHHINT_ONLY_MATCH_TURF 2 // Only try to match turfs (this is faster than matching all atoms)
#define SMOOTHHINT_TARGETS_NOT_UNIQUE 4 // The smoother can assume that all atoms of this type will have the same canSmoothWith value.
#define NULLTURF_BORDER 123456789
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
/atom
var/smooth = SMOOTH_FALSE
var/smoothing_hints = SMOOTHHINT_TARGETS_NOT_UNIQUE
var/tmp/top_left_corner
var/tmp/top_right_corner
var/tmp/bottom_left_corner
var/tmp/bottom_right_corner
var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
/atom/movable
var/can_be_unanchored = 0
var/obj/buckled_to
var/can_be_buckled = FALSE
/turf
var/list/fixed_underlay
var/smooth_underlays // Determines if we should attempt to generate turf underlays for this type.
/turf/simulated/wall/shuttle
smooth_underlays = TRUE
/turf/simulated/wall
smooth_underlays = TRUE
/turf/unsimulated/wall
smooth_underlays = TRUE
/atom/proc/calculate_adjacencies()
if (!loc)
return 0
var/adjacencies = 0
if (smoothing_hints & SMOOTHHINT_ONLY_MATCH_TURF)
var/turf/T
var/list/tcache
if (smoothing_hints & SMOOTHHINT_TARGETS_NOT_UNIQUE)
tcache = SSicon_smooth.typecachecache[type]
if (!tcache)
tcache = typecacheof(canSmoothWith || type, FALSE, !(smooth & SMOOTH_MORE))
SSicon_smooth.typecachecache[type] = tcache
else
tcache = typecacheof(canSmoothWith || type, FALSE, !(smooth & SMOOTH_MORE))
if (smooth & SMOOTH_BORDER)
CALCULATE_NEIGHBORS(src, adjacencies, T, !T || tcache[T.type])
else
CALCULATE_NEIGHBORS(src, adjacencies, T, T && tcache[T.type])
else
var/atom/movable/AM
for(var/direction in cardinal)
AM = find_type_in_direction(src, direction)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= 1 << direction
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= 1 << direction
if(adjacencies & N_NORTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, NORTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, NORTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHEAST
if(adjacencies & N_SOUTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, SOUTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, SOUTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHEAST
return adjacencies
/atom/movable/calculate_adjacencies()
if (can_be_unanchored && !anchored)
return 0
return ..()
//do not use, use queue_smooth(atom)
/proc/smooth_icon(atom/A)
if(!A || !A.smooth)
return
A.smooth &= ~SMOOTH_QUEUED
if (!A.z)
return
if(QDELETED(A))
return
A.flags |= HTML_USE_INITAL_ICON
if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE))
var/adjacencies = A.calculate_adjacencies()
if(A.smooth & SMOOTH_DIAGONAL)
A.diagonal_smooth(adjacencies)
else
A.cardinal_smooth(adjacencies)
/atom/proc/diagonal_smooth(adjacencies)
switch(adjacencies)
if(N_NORTH|N_WEST)
replace_smooth_overlays("d-se","d-se-0")
if(N_NORTH|N_EAST)
replace_smooth_overlays("d-sw","d-sw-0")
if(N_SOUTH|N_WEST)
replace_smooth_overlays("d-ne","d-ne-0")
if(N_SOUTH|N_EAST)
replace_smooth_overlays("d-nw","d-nw-0")
if(N_NORTH|N_WEST|N_NORTHWEST)
replace_smooth_overlays("d-se","d-se-1")
if(N_NORTH|N_EAST|N_NORTHEAST)
replace_smooth_overlays("d-sw","d-sw-1")
if(N_SOUTH|N_WEST|N_SOUTHWEST)
replace_smooth_overlays("d-ne","d-ne-1")
if(N_SOUTH|N_EAST|N_SOUTHEAST)
replace_smooth_overlays("d-nw","d-nw-1")
else
cardinal_smooth(adjacencies)
return
icon_state = ""
return adjacencies
/turf/diagonal_smooth(adjacencies)
adjacencies = reverse_ndir(..())
if (smooth_underlays && adjacencies)
// This should be a mutable_appearance, but we're still on 510.
// Alas.
var/mutable_appearance/underlay_appearance = mutable_appearance(null, layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
if(fixed_underlay)
if(fixed_underlay["space"])
var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
underlay_appearance.icon = 'icons/turf/space.dmi'
underlay_appearance.icon_state = istate
underlay_appearance.plane = PLANE_SPACE_BACKGROUND
var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
dust.plane = PLANE_SPACE_DUST
dust.alpha = 80
dust.blend_mode = BLEND_ADD
U += dust
else
underlay_appearance.icon = fixed_underlay["icon"]
underlay_appearance.icon_state = fixed_underlay["icon_state"]
else
var/turned_adjacency = turn(adjacencies, 180)
var/turf/T = get_step(src, turned_adjacency)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 135))
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 225))
//if all else fails, ask our own turf
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays = U
/atom/proc/cardinal_smooth(adjacencies, var/list/dir_mods)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f" + LAZYACCESS(dir_mods, "[N_NORTH][N_WEST][N_NORTHWEST]")
else
nw = "1-nw" + LAZYACCESS(dir_mods, "[N_NORTH][N_WEST]")
else
if(adjacencies & N_NORTH)
nw = "1-n" + LAZYACCESS(dir_mods, "[N_NORTH]")
else if(adjacencies & N_WEST)
nw = "1-w" + LAZYACCESS(dir_mods, "[N_WEST]")
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f" + LAZYACCESS(dir_mods, "[N_NORTH][N_EAST][N_NORTHEAST]")
else
ne = "2-ne" + LAZYACCESS(dir_mods, "[N_NORTH][N_EAST]")
else
if(adjacencies & N_NORTH)
ne = "2-n" + LAZYACCESS(dir_mods, "[N_NORTH]")
else if(adjacencies & N_EAST)
ne = "2-e" + LAZYACCESS(dir_mods, "[N_EAST]")
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f" + LAZYACCESS(dir_mods, "[N_SOUTH][N_WEST][N_SOUTHWEST]")
else
sw = "3-sw" + LAZYACCESS(dir_mods, "[N_SOUTH][N_WEST]")
else
if(adjacencies & N_SOUTH)
sw = "3-s" + LAZYACCESS(dir_mods, "[N_SOUTH]")
else if(adjacencies & N_WEST)
sw = "3-w" + LAZYACCESS(dir_mods, "[N_WEST]")
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f" + LAZYACCESS(dir_mods, "[N_SOUTH][N_EAST][N_SOUTHEAST]")
else
se = "4-se" + LAZYACCESS(dir_mods, "[N_SOUTH][N_EAST]")
else
if(adjacencies & N_SOUTH)
se = "4-s" + LAZYACCESS(dir_mods, "[N_SOUTH]")
else if(adjacencies & N_EAST)
se = "4-e" + LAZYACCESS(dir_mods, "[N_EAST]")
var/list/New
var/list/Old
var/cut_f = smoothing_hints & SMOOTHHINT_CUT_F
if(top_left_corner != nw)
if (top_left_corner)
LAZYADD(Old, top_left_corner)
top_left_corner = nw
if (!cut_f || nw != "1-f")
LAZYADD(New, nw)
if(top_right_corner != ne)
if (top_right_corner)
LAZYADD(Old, top_right_corner)
top_right_corner = ne
if (!cut_f || ne != "2-f")
LAZYADD(New, ne)
if(bottom_right_corner != sw)
if (bottom_right_corner)
LAZYADD(Old, bottom_right_corner)
bottom_right_corner = sw
if (!cut_f || sw != "3-f")
LAZYADD(New, sw)
if(bottom_left_corner != se)
if (bottom_left_corner)
LAZYADD(Old, bottom_left_corner)
bottom_left_corner = se
if (!cut_f || se != "4-f")
LAZYADD(New, se)
if(Old)
cut_overlay(Old)
if(New)
add_overlay(New)
if (icon_state && !(smooth & SMOOTH_NO_CLEAR_ICON))
icon_state = null
// A more stripped down version of the above, meant for using images to apply multiple smooth overlays
// at once.
/proc/cardinal_smooth_fromicon(icon/I, adjacencies)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
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.smooth & 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.smooth & 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, now = FALSE)
for(var/V in Z_ALL_TURFS(zlevel))
var/turf/T = V
if(T.smooth)
if(now)
smooth_icon(T)
else
queue_smooth(T)
for(var/R in T)
var/atom/A = R
if(A.smooth)
if(now)
smooth_icon(A)
else
queue_smooth(A)
/atom/proc/clear_smooth_overlays()
cut_overlay(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)
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
add_overlay(O)
/proc/reverse_ndir(ndir)
switch(ndir)
if(N_NORTH)
return NORTH
if(N_SOUTH)
return SOUTH
if(N_WEST)
return WEST
if(N_EAST)
return EAST
if(N_NORTHWEST)
return NORTHWEST
if(N_NORTHEAST)
return NORTHEAST
if(N_SOUTHEAST)
return SOUTHEAST
if(N_SOUTHWEST)
return SOUTHWEST
if(N_NORTH|N_WEST)
return NORTHWEST
if(N_NORTH|N_EAST)
return NORTHEAST
if(N_SOUTH|N_WEST)
return SOUTHWEST
if(N_SOUTH|N_EAST)
return SOUTHEAST
if(N_NORTH|N_WEST|N_NORTHWEST)
return NORTHWEST
if(N_NORTH|N_EAST|N_NORTHEAST)
return NORTHEAST
if(N_SOUTH|N_WEST|N_SOUTHWEST)
return SOUTHWEST
if(N_SOUTH|N_EAST|N_SOUTHEAST)
return SOUTHEAST
else
return 0
//SSicon_smooth
/proc/queue_smooth_neighbors(atom/A)
for(var/atom/T as anything in orange(1,A))
if(T.smooth)
queue_smooth(T)
//SSicon_smooth
/proc/queue_smooth(atom/A)
if(!A.smooth || A.smooth & SMOOTH_QUEUED)
return
SSicon_smooth.smooth_queue += A
SSicon_smooth.wake()
A.smooth |= SMOOTH_QUEUED