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Makes trees transparent if important objects are hiding behind them (#18627)
* tree! * Update code/modules/admin/verbs/freeze.dm * yeet * steel review, animate transparency * more critical items * charlie review * charlie
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@@ -88,6 +88,10 @@
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heavyfootstep = FOOTSTEP_WATER
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smoothing_groups = list(SMOOTH_GROUP_BEACH_WATER)
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/turf/simulated/floor/beach/away/water/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ATOM_INITIALIZED_ON, .proc/InitializedOn)
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/turf/simulated/floor/beach/away/water/Entered(atom/movable/AM, atom/OldLoc)
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. = ..()
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if(!linkedcontroller)
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@@ -102,7 +106,7 @@
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if(ismob(AM))
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linkedcontroller.mobinpool -= AM
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/turf/simulated/floor/beach/away/water/InitializedOn(atom/A)
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/turf/simulated/floor/beach/away/water/proc/InitializedOn(atom/A)
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if(!linkedcontroller)
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return
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if(istype(A, /obj/effect/decal/cleanable)) // Better a typecheck than looping through thousands of turfs everyday
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