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* CI change * world.dm * .dme world.dm * subsystem renaming * .dme for subsystems * ai_laws.dm * armor.dm * emote.dm * logging.dm * spell.dm * air_alarm.dm * crew.dm * decal.dm * emissive_blocker.dm * footstep.dm * spawner.dm * fire.dm * carbon.dm * living.dm * mob.dm * movement.dm * thermal_drill.dm * plasmamen.dm * lavaland.dm * chaplain.dm * lightning.dm * magnet.dm * mimic.dm * wizard.dm * morph.dm * vampire.dm * click.dm * self.dm * radiation_storm.dm * airlock.dm * autolathe.dm * mulebot.dm * nuclearbomb.dm * particle_accelerator.dm * smartfridge.dm * syndicatebomb.dm * vending.dm * wires.dm * sound.dm * mining.dm * syndicate_space_base.dm * monkey.dm * guardian.dm * bomb.dm * standard.dm * nuclear.dm * pinpointer.dm * access.dm * departments.dm * job.dm * science.dm * buttons.dm * cloning.dm * igniter.dm * wishgranter.dm * atmos_control.dm * message.dm * power_monitor.dm * mecha.dm * combat.dm * mining_tools.dm * meteors.dm * spiders.dm * contraband.dm * aliens.dm * uplinks.dm * voice.dm * intercom.dm * lights.dm * robot_items.dm * mineral.dm * dice.dm * extinguisher.dm * paint.dm * signs.dm * staff.dm * smokebomb.dm * boxes.dm * random.dm * janicart.dm * statue.dm * cargo.dm * asteroid.dm * headslug.dm * fulton.dm * atmospherics.dm * pump.dm * corpse.dm * oldstation.dm * gps.dm * preferences.dm * clothing.dm * ears.dm * glasses.dm * boxing.dm * color.dm * renames ninja gear files * recipes.dm * error_handler.dm * anomaly.dm * floorcluwne.dm * undead.dm * overmind.dm * shield.dm * bottle.dm * organ.dm * piano.dm * plasma_fist.dm * language.dm * mob_defines.dm * mob_helpers.dm * damage_procs.dm * _defines.dm * empress.dm and queen.dm * brain.dm * organ file renaming * subsystems.dm * constructs.dm * bot.dm * pet.dm * nature.dm * magic.dm * colors.dm * drugs.dm * medicine.dm * toxins.dm * shuttle.dm * surgery.dm * moves a bunch of define files * traits.dm * names.dm * other_mobs.dm * flags.dm * some final define files * well turns out contractor_pinpointer.dm was taken * I forgot to remove this file * how in the hell did this get unticked * I DID INCLUDE IT, but there was a "w" there * swaps the world definitions * camera renamed to SScamera * examine -> alien_examine
134 lines
8.5 KiB
Plaintext
134 lines
8.5 KiB
Plaintext
/* smoothing_flags */
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/// Smoothing system in where adjacencies are calculated and used to build an image by mounting each corner at runtime.
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#define SMOOTH_CORNERS (1<<0)
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/// Smoothing system in where adjacencies are calculated and used to select a pre-baked icon_state, encoded by bitmasking.
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#define SMOOTH_BITMASK (1<<1)
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/// Atom has diagonal corners, with underlays under them.
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#define SMOOTH_DIAGONAL_CORNERS (1<<2)
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/// Atom will smooth with the borders of the map.
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#define SMOOTH_BORDER (1<<3)
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/// Atom is currently queued to smooth.
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#define SMOOTH_QUEUED (1<<4)
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/// Smooths with objects, and will thus need to scan turfs for contents.
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#define SMOOTH_OBJ (1<<5)
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DEFINE_BITFIELD(smoothing_flags, list(
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"SMOOTH_CORNERS" = SMOOTH_CORNERS,
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"SMOOTH_BITMASK" = SMOOTH_BITMASK,
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"SMOOTH_DIAGONAL_CORNERS" = SMOOTH_DIAGONAL_CORNERS,
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"SMOOTH_BORDER" = SMOOTH_BORDER,
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"SMOOTH_QUEUED" = SMOOTH_QUEUED,
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"SMOOTH_OBJ" = SMOOTH_OBJ,
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))
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/*smoothing macros*/
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#define QUEUE_SMOOTH(thing_to_queue) if((thing_to_queue.smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK)) && thing_to_queue.z) {SSicon_smooth.add_to_queue(thing_to_queue)}
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#define QUEUE_SMOOTH_NEIGHBORS(thing_to_queue) for(var/neighbor in orange(1, thing_to_queue)) {var/atom/atom_neighbor = neighbor; QUEUE_SMOOTH(atom_neighbor)}
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#define REMOVE_FROM_SMOOTH_QUEUE(thing_to_remove) if(thing_to_remove.smoothing_flags & SMOOTH_QUEUED) {SSicon_smooth.remove_from_queues(thing_to_remove)}
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/**SMOOTHING GROUPS
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* Groups of things to smooth with.
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* * Contained in the `list/smoothing_groups` variable.
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* * Matched with the `list/canSmoothWith` variable to check whether smoothing is possible or not.
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*/
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#define S_TURF(num) ((24 * 0) + num) //Not any different from the number itself, but kept this way in case someone wants to expand it by adding stuff before it.
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/* /turf only */
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#define SMOOTH_GROUP_TURF S_TURF(0) ///turf/simulated
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#define SMOOTH_GROUP_TURF_CHASM S_TURF(1) ///turf/simulated/chasm, /turf/simulated/floor/fakepit
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#define SMOOTH_GROUP_FLOOR_LAVA S_TURF(2) ///turf/simulated/lava/smooth
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#define SMOOTH_GROUP_FLOOR_TRANSPARENT_GLASS S_TURF(3) ///turf/simulated/transparent/glass
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#define SMOOTH_GROUP_FLOOR S_TURF(4) ///turf/simulated/floor
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#define SMOOTH_GROUP_FLOOR_GRASS S_TURF(5) ///turf/simulated/floor/plating/grass
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#define SMOOTH_GROUP_FLOOR_ICE S_TURF(6) ///turf/simulated/floor/plating/ice
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#define SMOOTH_GROUP_BEACH_WATER S_TURF(7) ///turf/simulated/floor/beach/away/water/
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#define SMOOTH_GROUP_GLASS_FLOOR S_TURF(8) ///turf/simulated/floor/transparent/glass and subtypes
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#define SMOOTH_GROUP_GLASS_FLOOR_TITANIUM S_TURF(9) ///turf/simulated/floor/transparent/glass/titanium and subtypes
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#define SMOOTH_GROUP_CARPET S_TURF(10) ///turf/simulated/floor/carpet
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#define SMOOTH_GROUP_CARPET_BLACK S_TURF(11)
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#define SMOOTH_GROUP_CARPET_BLUE S_TURF(12)
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#define SMOOTH_GROUP_CARPET_CYAN S_TURF(13)
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#define SMOOTH_GROUP_CARPET_GREEN S_TURF(14)
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#define SMOOTH_GROUP_CARPET_ROYALBLACK S_TURF(15)
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#define SMOOTH_GROUP_CARPET_ROYALBLUE S_TURF(17)
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#define SMOOTH_GROUP_CARPET_RED S_TURF(17)
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#define SMOOTH_GROUP_CARPET_ORANGE S_TURF(18)
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#define SMOOTH_GROUP_CARPET_PURPLE S_TURF(19)
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#define SMOOTH_GROUP_SIMULATED_TURFS S_TURF(24) ///turf/simulated
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#define SMOOTH_GROUP_MATERIAL_WALLS S_TURF(25) ///turf/simulated/wall/material
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#define SMOOTH_GROUP_SYNDICATE_WALLS S_TURF(26) ///turf/simulated/wall/r_wall/syndicate, /turf/simulated/indestructible/syndicate
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#define SMOOTH_GROUP_HOTEL_WALLS S_TURF(27) ///turf/simulated/indestructible/hotelwall
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#define SMOOTH_GROUP_MINERAL_WALLS S_TURF(28) ///turf/simulated/mineral, /obj/structure/falsewall/rock_ancient
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#define SMOOTH_GROUP_BOSS_WALLS S_TURF(29) ///turf/simulated/indestructible/riveted/boss
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#define SMOOTH_GROUP_SURVIVAL_TITANIUM_WALLS S_TURF(30) ///turf/simulated/wall/mineral/titanium/survival
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#define SMOOTH_GROUP_GRASS S_TURF(31) ///turf/simulated/floor/grass
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#define SMOOTH_GROUP_JUNGLE_GRASS S_TURF(32) ///turf/simulated/floor/grass/jungle
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#define MAX_S_TURF SMOOTH_GROUP_JUNGLE_GRASS //Always match this value with the one above it.
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#define S_OBJ(num) (MAX_S_TURF + 1 + num)
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/* /obj included */
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#define SMOOTH_GROUP_WALLS S_OBJ(0) ///turf/simulated/wall, /obj/structure/falsewall
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#define SMOOTH_GROUP_URANIUM_WALLS S_OBJ(1) ///turf/simulated/wall/mineral/uranium, /obj/structure/falsewall/uranium
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#define SMOOTH_GROUP_GOLD_WALLS S_OBJ(2) ///turf/simulated/wall/mineral/gold, /obj/structure/falsewall/gold
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#define SMOOTH_GROUP_SILVER_WALLS S_OBJ(3) ///turf/simulated/wall/mineral/silver, /obj/structure/falsewall/silver
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#define SMOOTH_GROUP_DIAMOND_WALLS S_OBJ(4) ///turf/simulated/wall/mineral/diamond, /obj/structure/falsewall/diamond
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#define SMOOTH_GROUP_PLASMA_WALLS S_OBJ(5) ///turf/simulated/wall/mineral/plasma, /obj/structure/falsewall/plasma
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#define SMOOTH_GROUP_BANANIUM_WALLS S_OBJ(6) ///turf/simulated/wall/mineral/bananium, /obj/structure/falsewall/bananium
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#define SMOOTH_GROUP_SANDSTONE_WALLS S_OBJ(7) ///turf/simulated/wall/mineral/sandstone, /obj/structure/falsewall/sandstone
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#define SMOOTH_GROUP_WOOD_WALLS S_OBJ(8) ///turf/simulated/wall/mineral/wood, /obj/structure/falsewall/wood
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#define SMOOTH_GROUP_IRON_WALLS S_OBJ(9) ///turf/simulated/wall/mineral/iron, /obj/structure/falsewall/iron
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#define SMOOTH_GROUP_ABDUCTOR_WALLS S_OBJ(10) ///turf/simulated/wall/mineral/abductor, /obj/structure/falsewall/abductor
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#define SMOOTH_GROUP_TITANIUM_WALLS S_OBJ(11) ///turf/simulated/wall/mineral/titanium, /obj/structure/falsewall/titanium
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#define SMOOTH_GROUP_PLASTITANIUM_WALLS S_OBJ(13) ///turf/simulated/wall/mineral/plastitanium, /obj/structure/falsewall/plastitanium
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#define SMOOTH_GROUP_SURVIVAL_TIANIUM_POD S_OBJ(14) ///turf/simulated/wall/mineral/titanium/survival/pod, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod
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#define SMOOTH_GROUP_HIERO_WALL S_OBJ(15) ///obj/effect/temp_visual/elite_tumor_wall, /obj/effect/temp_visual/hierophant/wall
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#define SMOOTH_GROUP_BRASS_WALL S_OBJ(16) ///turf/simulated/wall/mineral/brass, /obj/structure/falsewall/brass
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#define SMOOTH_GROUP_REGULAR_WALLS S_OBJ(17) ///turf/simulated/wall, /obj/structure/falsewall
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#define SMOOTH_GROUP_REINFORCED_WALLS S_OBJ(18) ///turf/simulated/wall/r_wall, /obj/structure/falsewall/reinforced
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#define SMOOTH_GROUP_CULT_WALLS S_OBJ(19) ///turf/simulated/wall/cult
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#define SMOOTH_GROUP_ASTEROID_WALLS S_OBJ(12) ///turf/simulated/mineral, /obj/structure/falsewall/rock_ancient
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#define SMOOTH_GROUP_WINDOW_FULLTILE S_OBJ(21) ///turf/simulated/indestructible/fakeglass, /obj/structure/window/full/basic, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /obj/structure/window/full/reinforced
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#define SMOOTH_GROUP_WINDOW_FULLTILE_BRASS S_OBJ(22) ///obj/structure/window/brass/fulltile
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#define SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM S_OBJ(23) ///turf/simulated/indestructible/opsglass, /obj/structure/window/plasma/reinforced/plastitanium
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#define SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE S_OBJ(24) ///obj/structure/window/shuttle
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#define SMOOTH_GROUP_LATTICE S_OBJ(30) ///obj/structure/lattice
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#define SMOOTH_GROUP_AIRLOCK S_OBJ(40) ///obj/machinery/door/airlock
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#define SMOOTH_GROUP_TABLES S_OBJ(50) ///obj/structure/table
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#define SMOOTH_GROUP_WOOD_TABLES S_OBJ(51) ///obj/structure/table/wood
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#define SMOOTH_GROUP_FANCY_WOOD_TABLES S_OBJ(52) ///obj/structure/table/wood/fancy
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#define SMOOTH_GROUP_BRASS_TABLES S_OBJ(53) ///obj/structure/table/brass
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#define SMOOTH_GROUP_ABDUCTOR_TABLES S_OBJ(54) ///obj/structure/table/abductor
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#define SMOOTH_GROUP_GLASS_TABLES S_OBJ(55) ///obj/structure/table/glass
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#define SMOOTH_GROUP_REINFORCED_TABLES S_OBJ(56) ///obj/structure/table/reinforced, /obj/structure/table/glass/reinforced
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#define SMOOTH_GROUP_ALIEN_RESIN S_OBJ(60) ///obj/structure/alien/resin
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#define SMOOTH_GROUP_ALIEN_WALLS S_OBJ(61) ///obj/structure/alien/resin/wall,
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#define SMOOTH_GROUP_ALIEN_WEEDS S_OBJ(62) ///obj/structure/alien/weeds
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#define SMOOTH_GROUP_SECURITY_BARRICADE S_OBJ(63) ///obj/structure/barricade/security
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#define SMOOTH_GROUP_SANDBAGS S_OBJ(64) ///obj/structure/barricade/sandbags
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#define SMOOTH_GROUP_SHUTTLE_PARTS S_OBJ(66) ///obj/structure/window/shuttle, /obj/structure/window/plasma/reinforced/plastitanium, /turf/simulated/indestructible/opsglass, /obj/structure/shuttle
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#define SMOOTH_GROUP_CLEANABLE_DIRT S_OBJ(67) ///obj/effect/decal/cleanable/dirt
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#define SMOOTH_GROUP_RIPPLE S_OBJ(68) ///obj/effect/temp_visual/ripple
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#define SMOOTH_GROUP_CATWALK S_OBJ(69) ///obj/structure/lattice/catwalk
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