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for(var/bad_code in world)
Removes a very large amount of world loops. Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically. Cleans up some commented out code.
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@@ -1,3 +1,5 @@
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GLOBAL_LIST_BOILERPLATE(all_items, /obj/item)
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/obj/item
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name = "item"
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icon = 'icons/obj/items.dmi'
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@@ -580,7 +582,7 @@ var/list/global/slot_flags_enumeration = list(
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I.Blend(new /icon('icons/effects/blood.dmi', "itemblood"),ICON_MULTIPLY) //adds blood and the remaining white areas become transparant
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//not sure if this is worth it. It attaches the blood_overlay to every item of the same type if they don't have one already made.
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for(var/obj/item/A in world)
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for(var/obj/item/A in all_items)
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if(A.type == type && !A.blood_overlay)
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A.blood_overlay = image(I)
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