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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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@@ -2,7 +2,7 @@
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iterations = 5
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descriptor = "moon caves"
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wall_type = /turf/simulated/mineral
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floor_type = /turf/simulated/floor/plating/airless/asteroid
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floor_type = /turf/simulated/floor/asteroid
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target_turf_type = /turf/unsimulated/mask
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var/mineral_sparse = /turf/simulated/mineral/random
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var/mineral_rich = /turf/simulated/mineral/random/high_chance
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@@ -37,7 +37,7 @@
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/datum/random_map/noise/volcanism/get_additional_spawns(var/value, var/turf/T)
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if(value>=178)
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if(istype(T,/turf/simulated/floor/plating/airless/asteroid))
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if(istype(T,/turf/simulated/floor/asteroid))
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T.ChangeTurf(/turf/simulated/floor/airless/lava)
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else if(istype(T,/turf/simulated/mineral))
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var/turf/simulated/mineral/M = T
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