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Fixes in-game map renderer (#31364)
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@@ -50,15 +50,16 @@
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//Remove the following line to allow lighting to be considered, if you do this it must be blended with BLEND_MULTIPLY instead of ICON_OVERLAY
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allturfcontents -= locate(/atom/movable/lighting_overlay) in allturfcontents
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//Remove the following line if you want to add space to your renders, I think it is cheaper to merely use a pregenned image for this
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if(!istype(currentturf,/turf/space))
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var/icon/turficon = getFlatIcon(currentturf, currentturf.dir, cache = 0)
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map_icon.Blend(turficon, ICON_OVERLAY, ((a-1)*WORLD_ICON_SIZE)+1, ((b-1)*WORLD_ICON_SIZE)+1)
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for(var/atom/movable/A in allturfcontents)
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if(A.locs.len > 1) //Fix for multitile objects I wish I didn't have to do this its probably slow
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if(A.locs[1] != A.loc)
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allturfcontents -= A
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//Remove the following line if you want to add space to your renders, I think it is cheaper to merely use a pregenned image for this
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if(!istype(currentturf,/turf/space))
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allturfcontents += currentturf
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//Due to processing order, a pixelshifted object will be overriden in certain directions,
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//we'll apply it at the end, they're almost always at the top layer anyway
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for(var/atom/A in allturfcontents)
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@@ -69,6 +70,8 @@
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if(!allturfcontents.len)
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continue
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allturfcontents = plane_layer_sort(allturfcontents)
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//Preparing to blend get flat icon of
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for(var/A in allturfcontents)
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var/icon/icontoblend = getFlatIcon(A,A:dir, cache = 0)
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