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Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and
construction/deconstruction. Major map rework/changes.
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@@ -21,7 +21,10 @@
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if(istype(A, /turf/simulated/floor))
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var/turf/simulated/floor/F = A
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if(F.is_steel_floor()) // only tiled floors
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if(F.flooring && F.flooring.name == "floor") // only tiled floors
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if(F.broken || F.burnt)
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usr << "<span class='warning'>\The [F] is too damaged to repaint.</span>"
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return
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if(tile_dir_mode)
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var/D = get_dir(usr, F)
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if(usr.loc == F)
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@@ -78,7 +81,7 @@
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F.set_dir(0)
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F.icon_state = mode
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else
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usr << "You can't paint that!"
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usr << "<span class='warning'>You can't paint that!</span>"
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/obj/item/device/floor_painter/attack_self(mob/user as mob)
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var/type = input("What type of floor?", "Floor painter", "solid") in list("solid", "corner", "opposite corners", "side/three corners", "special", "letters")
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