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U_I Phase 2.5: Fix *swish deleting tail overlay
All more cases of "don't call apply/remove multiple times!
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@@ -104,8 +104,8 @@
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base_icon = 'icons/turf/flooring/asteroid.dmi'
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initial_flooring = null
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/turf/simulated/floor/holofloor/desert/New()
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..()
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/turf/simulated/floor/holofloor/desert/initialize()
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. = ..()
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if(prob(10))
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add_overlay("asteroid[rand(0,9)]")
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@@ -835,16 +835,12 @@ var/global/list/damage_icon_parts = list() //see UpdateDamageIcon()
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if(tail_overlay && tail_overlay.icon_state == t_state)
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return //let the existing animation finish
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remove_layer(TAIL_LAYER)
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tail_overlay = set_tail_state(t_state)
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tail_overlay = set_tail_state(t_state) // Calls remove_layer & apply_layer
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if(tail_overlay)
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spawn(20)
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//check that the animation hasn't changed in the meantime
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if(overlays_standing[TAIL_LAYER] == tail_overlay && tail_overlay.icon_state == t_state)
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animate_tail_stop()
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apply_layer(TAIL_LAYER)
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animate_tail_stop()
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/mob/living/carbon/human/proc/animate_tail_start()
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if(QDESTROYING(src))
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