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[IDB Ignore] Refactor icon smoothing to use 8-bit bitmasking (#16620)
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@@ -86,6 +86,7 @@
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barefootstep = FOOTSTEP_WATER
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clawfootstep = FOOTSTEP_WATER
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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/Entered(atom/movable/AM, atom/OldLoc)
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. = ..()
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@@ -120,13 +121,11 @@
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/turf/simulated/floor/beach/away/water/drop
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name = "Water"
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icon = 'icons/turf/floors/seadrop.dmi'
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icon_state = "seadrop"
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icon_state = "seadrop-0"
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base_icon_state = "seadrop"
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water_overlay_image = null
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smooth = SMOOTH_TRUE
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canSmoothWith = list(
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/turf/simulated/floor/beach/away/water/drop, /turf/simulated/floor/beach/away/water/drop/dense,
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/turf/simulated/floor/beach/away/water, /turf/simulated/floor/beach/away/water/dense,
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/turf/simulated/floor/beach/away/water/edge_drop)
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smoothing_flags = SMOOTH_BITMASK
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canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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var/obj/effect/beach_drop_overlay/water_overlay
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baseturf = /turf/simulated/floor/beach/away/water/drop
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@@ -141,13 +140,11 @@
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/obj/effect/beach_drop_overlay
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name = "Water"
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icon = 'icons/turf/floors/seadrop-o.dmi'
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base_icon_state = "seadrop-o"
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layer = MOB_LAYER + 0.1
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smooth = SMOOTH_TRUE
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smoothing_flags = SMOOTH_BITMASK
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canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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anchored = 1
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canSmoothWith = list(
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/turf/simulated/floor/beach/away/water/drop, /turf/simulated/floor/beach/away/water/drop/dense,
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/turf/simulated/floor/beach/away/water, /turf/simulated/floor/beach/away/water/dense,
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/turf/simulated/floor/beach/away/water/edge_drop)
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/turf/simulated/floor/beach/away/water/drop/dense
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density = TRUE
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@@ -155,6 +152,7 @@
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/turf/simulated/floor/beach/away/water/deep
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name = "Deep Water"
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smoothing_groups = list()
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icon_state = "seadeep"
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water_overlay_image = "water_deep"
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baseturf = /turf/simulated/floor/beach/away/water/deep
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