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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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@@ -80,7 +80,6 @@ By design, d1 is the smallest direction and d2 is the highest
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d2 = text2num( copytext( icon_state, dash+1 ) )
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var/turf/T = src.loc // hide if turf is not intact
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if(level==1) hide(T.intact)
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cable_list += src //add it to the global cable list
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@@ -97,11 +96,13 @@ By design, d1 is the smallest direction and d2 is the highest
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//If underfloor, hide the cable
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/obj/structure/cable/hide(var/i)
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if(level == 1 && istype(loc, /turf))
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if(istype(loc, /turf))
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invisibility = i ? 101 : 0
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updateicon()
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/obj/structure/cable/hides_under_flooring()
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return 1
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/obj/structure/cable/proc/updateicon()
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icon_state = "[d1]-[d2]"
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alpha = invisibility ? 127 : 255
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