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Tiles are now (mostly) pooled objects (#19112)
* Tiles are now (mostly) pooled objects Floors no longer have a builtin_tile, but instead use PoolOrNew(). Also added a do-nothing SSpool so you can inspect the global pool. * Entries for time keeping * MORE STATISTICS * Stat tracking, auto filling * Code review I * Code review II * Code review III
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@@ -29,7 +29,7 @@
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var/obj/item/stack/sheet/metal/M = O
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if (M.use(1))
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use(1)
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var/obj/item/stack/tile/light/L = new (user.loc)
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var/obj/item/L = PoolOrNew(/obj/item/stack/tile/light, user.loc)
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user << "<span class='notice'>You make a light tile.</span>"
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L.add_fingerprint(user)
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else
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@@ -18,6 +18,10 @@
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pixel_x = rand(-3, 3)
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pixel_y = rand(-3, 3) //randomize a little
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/obj/item/stack/tile/Destroy()
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..()
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return QDEL_HINT_PUTINPOOL
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/obj/item/stack/tile/attackby(obj/item/W, mob/user, params)
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if (istype(W, /obj/item/weapon/weldingtool))
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@@ -285,7 +285,7 @@
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/obj/item/weapon/storage/backpack/satchel_flat/New()
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..()
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new /obj/item/stack/tile/plasteel(src)
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PoolOrNew(/obj/item/stack/tile/plasteel, src)
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new /obj/item/weapon/crowbar(src)
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/obj/item/weapon/storage/backpack/dufflebag
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