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Tilebound (#10402)
* Makes things tile bound To fix the issue with things larger than 32x32 or transformed or what not being seen from further away than they should be, we are giving the tile bound flag to all movable atoms. I have explicitly removed it from icons that are larger than 32x32 beacuse they should be visible either way. * Removes narsie's special code to make him visible despite visibility, the fact he lacks tilebound will now take care of this * Damn he's right
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@@ -27,6 +27,7 @@
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var/next_firetime = 0
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var/list/pod_overlays
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var/health = 400
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appearance_flags = 0
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/obj/spacepod/New()
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. = ..()
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@@ -56,6 +56,7 @@ var/global/list/ghdel_profiling = list()
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var/tempoverlay
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var/timestopped
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appearance_flags = TILE_BOUND
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/atom/proc/beam_connect(var/obj/effect/beam/B)
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if(!last_beamchecks) last_beamchecks = list()
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@@ -1,6 +1,7 @@
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//Terribly sorry for the code doubling, but things go derpy otherwise.
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/obj/machinery/door/airlock/multi_tile
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width = 2
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appearance_flags = 0
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/obj/machinery/door/airlock/multi_tile/glass
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name = "Glass Airlock"
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@@ -13,7 +13,7 @@ var/global/list/blood_list = list()
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icon = 'icons/effects/blood.dmi'
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icon_state = "mfloor1"
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random_icon_states = list("mfloor1", "mfloor2", "mfloor3", "mfloor4", "mfloor5", "mfloor6", "mfloor7")
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appearance_flags = NO_CLIENT_COLOR
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appearance_flags = NO_CLIENT_COLOR|TILE_BOUND
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var/base_icon = 'icons/effects/blood.dmi'
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basecolor="#A10808" // Color when wet.
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@@ -40,7 +40,7 @@
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var:last_movement_dir = 0 //Log the singularity's last movement to produce biased movement (singularity prefers constant movement due to inertia)
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var/last_failed_movement = 0 //Will not move in the same dir if it couldnt before, will help with the getting stuck on fields thing.
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var/last_warning
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appearance_flags = 0
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var/chained = 0 //Adminbus chain-grab
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/obj/machinery/singularity/New(loc, var/starting_energy = 50, var/temp = 0)
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