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[IDB Ignore] Refactor icon smoothing to use 8-bit bitmasking (#16620)
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@@ -57,8 +57,8 @@
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// After docking //
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/atom/proc/postDock(obj/docking_port/S1)
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if(smooth)
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queue_smooth(src)
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if(smoothing_flags)
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QUEUE_SMOOTH(src)
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/mob/postDock()
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update_parallax_contents()
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@@ -4,10 +4,12 @@
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visual disturbances. It's probably best not to be on top of these \
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when whatever is tunneling comes through."
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icon = 'icons/turf/floors/ripple.dmi'
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icon_state = "ripple"
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icon_state = "ripple-0"
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base_icon_state = "ripple"
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anchored = TRUE
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density = FALSE
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smooth = SMOOTH_TRUE
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smoothing_flags = SMOOTH_BITMASK
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smoothing_groups = list(SMOOTH_GROUP_RIPPLE)
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layer = RIPPLE_LAYER
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alpha = 0
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duration = 3 * SHUTTLE_RIPPLE_TIME
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@@ -15,5 +17,5 @@
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/obj/effect/temp_visual/ripple/New()
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. = ..()
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queue_smooth(src)
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QUEUE_SMOOTH(src)
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animate(src, alpha=255, time=SHUTTLE_RIPPLE_TIME)
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@@ -11,8 +11,8 @@ If ever any of these procs are useful for non-shuttles, rename it to proc/rotate
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setDir(angle2dir(rotation+dir2angle(dir)))
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//resmooth if need be.
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if(smooth && (params & ROTATE_SMOOTH))
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queue_smooth(src)
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if(params & ROTATE_SMOOTH && smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH(src)
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//rotate the pixel offsets too.
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if((pixel_x || pixel_y) && (params & ROTATE_OFFSET))
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