Paradise Station 13 - Modules - TypesDefine Details

code/__DEFINES/icon_smoothing.dm

SMOOTH_CORNERSSmoothing system in where adjacencies are calculated and used to build an image by mounting each corner at runtime.
SMOOTH_BITMASKSmoothing system in where adjacencies are calculated and used to select a pre-baked icon_state, encoded by bitmasking.
SMOOTH_DIAGONAL_CORNERSAtom has diagonal corners, with underlays under them.
SMOOTH_BORDERAtom will smooth with the borders of the map.
SMOOTH_QUEUEDAtom is currently queued to smooth.
SMOOTH_OBJSmooths with objects, and will thus need to scan turfs for contents.
S_TURF*SMOOTHING GROUPS
SMOOTH_GROUP_TURFturf/simulated
SMOOTH_GROUP_TURF_CHASMturf/simulated/chasm, /turf/simulated/floor/fakepit
SMOOTH_GROUP_FLOOR_LAVAturf/simulated/lava/smooth
SMOOTH_GROUP_FLOOR_TRANSPARENT_GLASSturf/simulated/transparent/glass
SMOOTH_GROUP_FLOORturf/simulated/floor
SMOOTH_GROUP_FLOOR_GRASSturf/simulated/floor/plating/grass
SMOOTH_GROUP_FLOOR_ICEturf/simulated/floor/plating/ice
SMOOTH_GROUP_BEACH_WATERturf/simulated/floor/beach/away/water
SMOOTH_GROUP_GLASS_FLOORturf/simulated/floor/transparent/glass and subtypes
SMOOTH_GROUP_GLASS_FLOOR_TITANIUMturf/simulated/floor/transparent/glass/titanium and subtypes
SMOOTH_GROUP_CARPETturf/simulated/floor/carpet
SMOOTH_GROUP_SIMULATED_TURFSturf/simulated
SMOOTH_GROUP_MATERIAL_WALLSturf/simulated/wall/material
SMOOTH_GROUP_SYNDICATE_WALLSturf/simulated/wall/r_wall/syndicate, /turf/simulated/indestructible/syndicate
SMOOTH_GROUP_HOTEL_WALLSturf/simulated/indestructible/hotelwall
SMOOTH_GROUP_MINERAL_WALLSturf/simulated/mineral, /turf/simulated/indestructible
SMOOTH_GROUP_BOSS_WALLSturf/simulated/indestructible/riveted/boss
SMOOTH_GROUP_SURVIVAL_TITANIUM_WALLSturf/simulated/wall/mineral/titanium/survival
SMOOTH_GROUP_GRASSturf/simulated/floor/grass
SMOOTH_GROUP_JUNGLE_GRASSturf/simulated/floor/grass/jungle
SMOOTH_GROUP_WALLSturf/simulated/wall, /obj/structure/falsewall
SMOOTH_GROUP_URANIUM_WALLSturf/simulated/wall/mineral/uranium, /obj/structure/falsewall/uranium
SMOOTH_GROUP_GOLD_WALLSturf/simulated/wall/mineral/gold, /obj/structure/falsewall/gold
SMOOTH_GROUP_SILVER_WALLSturf/simulated/wall/mineral/silver, /obj/structure/falsewall/silver
SMOOTH_GROUP_DIAMOND_WALLSturf/simulated/wall/mineral/diamond, /obj/structure/falsewall/diamond
SMOOTH_GROUP_PLASMA_WALLSturf/simulated/wall/mineral/plasma, /obj/structure/falsewall/plasma
SMOOTH_GROUP_BANANIUM_WALLSturf/simulated/wall/mineral/bananium, /obj/structure/falsewall/bananium
SMOOTH_GROUP_SANDSTONE_WALLSturf/simulated/wall/mineral/sandstone, /obj/structure/falsewall/sandstone
SMOOTH_GROUP_WOOD_WALLSturf/simulated/wall/mineral/wood, /obj/structure/falsewall/wood
SMOOTH_GROUP_IRON_WALLSturf/simulated/wall/mineral/iron, /obj/structure/falsewall/iron
SMOOTH_GROUP_ABDUCTOR_WALLSturf/simulated/wall/mineral/abductor, /obj/structure/falsewall/abductor
SMOOTH_GROUP_TITANIUM_WALLSturf/simulated/wall/mineral/titanium, /obj/structure/falsewall/titanium
SMOOTH_GROUP_PLASTITANIUM_WALLSturf/simulated/wall/mineral/plastitanium, /obj/structure/falsewall/plastitanium
SMOOTH_GROUP_SURVIVAL_TIANIUM_PODturf/simulated/wall/mineral/titanium/survival/pod, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod
SMOOTH_GROUP_HIERO_WALLobj/effect/temp_visual/elite_tumor_wall, /obj/effect/temp_visual/hierophant/wall
SMOOTH_GROUP_BRASS_WALLturf/simulated/wall/mineral/brass, /obj/structure/falsewall/brass
SMOOTH_GROUP_WINDOW_FULLTILEturf/simulated/indestructible/fakeglass, /obj/structure/window/full/basic, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /obj/structure/window/full/reinforced
SMOOTH_GROUP_WINDOW_FULLTILE_BRASSobj/structure/window/brass/fulltile
SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUMturf/simulated/indestructible/opsglass, /obj/structure/window/plasma/reinforced/plastitanium
SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLEobj/structure/window/shuttle
SMOOTH_GROUP_LATTICEobj/structure/lattice
SMOOTH_GROUP_AIRLOCKobj/machinery/door/airlock
SMOOTH_GROUP_TABLESobj/structure/table
SMOOTH_GROUP_WOOD_TABLESobj/structure/table/wood
SMOOTH_GROUP_FANCY_WOOD_TABLESobj/structure/table/wood/fancy
SMOOTH_GROUP_BRASS_TABLESobj/structure/table/brass
SMOOTH_GROUP_ABDUCTOR_TABLESobj/structure/table/abductor
SMOOTH_GROUP_GLASS_TABLESobj/structure/table/glass
SMOOTH_GROUP_ALIEN_RESINobj/structure/alien/resin
SMOOTH_GROUP_ALIEN_WALLSobj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane
SMOOTH_GROUP_ALIEN_WEEDSobj/structure/alien/weeds
SMOOTH_GROUP_SECURITY_BARRICADEobj/structure/barricade/security
SMOOTH_GROUP_SANDBAGSobj/structure/barricade/sandbags
SMOOTH_GROUP_SHUTTLE_PARTSobj/structure/window/shuttle, /obj/structure/window/plasma/reinforced/plastitanium, /turf/simulated/indestructible/opsglass, /obj/structure/shuttle
SMOOTH_GROUP_CLEANABLE_DIRTobj/effect/decal/cleanable/dirt
SMOOTH_GROUP_RIPPLEobj/effect/temp_visual/ripple
SMOOTH_GROUP_CATWALKobj/structure/lattice/catwalk

Define Details

SMOOTH_BITMASK

Smoothing system in where adjacencies are calculated and used to select a pre-baked icon_state, encoded by bitmasking.

SMOOTH_BORDER

Atom will smooth with the borders of the map.

SMOOTH_CORNERS

Smoothing system in where adjacencies are calculated and used to build an image by mounting each corner at runtime.

SMOOTH_DIAGONAL_CORNERS

Atom has diagonal corners, with underlays under them.

SMOOTH_GROUP_ABDUCTOR_TABLES

obj/structure/table/abductor

SMOOTH_GROUP_ABDUCTOR_WALLS

turf/simulated/wall/mineral/abductor, /obj/structure/falsewall/abductor

SMOOTH_GROUP_AIRLOCK

obj/machinery/door/airlock

SMOOTH_GROUP_ALIEN_RESIN

obj/structure/alien/resin

SMOOTH_GROUP_ALIEN_WALLS

obj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane

SMOOTH_GROUP_ALIEN_WEEDS

obj/structure/alien/weeds

SMOOTH_GROUP_BANANIUM_WALLS

turf/simulated/wall/mineral/bananium, /obj/structure/falsewall/bananium

SMOOTH_GROUP_BEACH_WATER

turf/simulated/floor/beach/away/water

SMOOTH_GROUP_BOSS_WALLS

turf/simulated/indestructible/riveted/boss

SMOOTH_GROUP_BRASS_TABLES

obj/structure/table/brass

SMOOTH_GROUP_BRASS_WALL

turf/simulated/wall/mineral/brass, /obj/structure/falsewall/brass

SMOOTH_GROUP_CARPET

turf/simulated/floor/carpet

SMOOTH_GROUP_CATWALK

obj/structure/lattice/catwalk

SMOOTH_GROUP_CLEANABLE_DIRT

obj/effect/decal/cleanable/dirt

SMOOTH_GROUP_DIAMOND_WALLS

turf/simulated/wall/mineral/diamond, /obj/structure/falsewall/diamond

SMOOTH_GROUP_FANCY_WOOD_TABLES

obj/structure/table/wood/fancy

SMOOTH_GROUP_FLOOR

turf/simulated/floor

SMOOTH_GROUP_FLOOR_GRASS

turf/simulated/floor/plating/grass

SMOOTH_GROUP_FLOOR_ICE

turf/simulated/floor/plating/ice

SMOOTH_GROUP_FLOOR_LAVA

turf/simulated/lava/smooth

SMOOTH_GROUP_FLOOR_TRANSPARENT_GLASS

turf/simulated/transparent/glass

SMOOTH_GROUP_GLASS_FLOOR

turf/simulated/floor/transparent/glass and subtypes

SMOOTH_GROUP_GLASS_FLOOR_TITANIUM

turf/simulated/floor/transparent/glass/titanium and subtypes

SMOOTH_GROUP_GLASS_TABLES

obj/structure/table/glass

SMOOTH_GROUP_GOLD_WALLS

turf/simulated/wall/mineral/gold, /obj/structure/falsewall/gold

SMOOTH_GROUP_GRASS

turf/simulated/floor/grass

SMOOTH_GROUP_HIERO_WALL

obj/effect/temp_visual/elite_tumor_wall, /obj/effect/temp_visual/hierophant/wall

SMOOTH_GROUP_HOTEL_WALLS

turf/simulated/indestructible/hotelwall

SMOOTH_GROUP_IRON_WALLS

turf/simulated/wall/mineral/iron, /obj/structure/falsewall/iron

SMOOTH_GROUP_JUNGLE_GRASS

turf/simulated/floor/grass/jungle

SMOOTH_GROUP_LATTICE

obj/structure/lattice

SMOOTH_GROUP_MATERIAL_WALLS

turf/simulated/wall/material

SMOOTH_GROUP_MINERAL_WALLS

turf/simulated/mineral, /turf/simulated/indestructible

SMOOTH_GROUP_PLASMA_WALLS

turf/simulated/wall/mineral/plasma, /obj/structure/falsewall/plasma

SMOOTH_GROUP_PLASTITANIUM_WALLS

turf/simulated/wall/mineral/plastitanium, /obj/structure/falsewall/plastitanium

SMOOTH_GROUP_RIPPLE

obj/effect/temp_visual/ripple

SMOOTH_GROUP_SANDBAGS

obj/structure/barricade/sandbags

SMOOTH_GROUP_SANDSTONE_WALLS

turf/simulated/wall/mineral/sandstone, /obj/structure/falsewall/sandstone

SMOOTH_GROUP_SECURITY_BARRICADE

obj/structure/barricade/security

SMOOTH_GROUP_SHUTTLE_PARTS

obj/structure/window/shuttle, /obj/structure/window/plasma/reinforced/plastitanium, /turf/simulated/indestructible/opsglass, /obj/structure/shuttle

SMOOTH_GROUP_SILVER_WALLS

turf/simulated/wall/mineral/silver, /obj/structure/falsewall/silver

SMOOTH_GROUP_SIMULATED_TURFS

turf/simulated

SMOOTH_GROUP_SURVIVAL_TIANIUM_POD

turf/simulated/wall/mineral/titanium/survival/pod, /obj/machinery/door/airlock/survival_pod, /obj/structure/window/shuttle/survival_pod

SMOOTH_GROUP_SURVIVAL_TITANIUM_WALLS

turf/simulated/wall/mineral/titanium/survival

SMOOTH_GROUP_SYNDICATE_WALLS

turf/simulated/wall/r_wall/syndicate, /turf/simulated/indestructible/syndicate

SMOOTH_GROUP_TABLES

obj/structure/table

SMOOTH_GROUP_TITANIUM_WALLS

turf/simulated/wall/mineral/titanium, /obj/structure/falsewall/titanium

SMOOTH_GROUP_TURF

turf/simulated

SMOOTH_GROUP_TURF_CHASM

turf/simulated/chasm, /turf/simulated/floor/fakepit

SMOOTH_GROUP_URANIUM_WALLS

turf/simulated/wall/mineral/uranium, /obj/structure/falsewall/uranium

SMOOTH_GROUP_WALLS

turf/simulated/wall, /obj/structure/falsewall

SMOOTH_GROUP_WINDOW_FULLTILE

turf/simulated/indestructible/fakeglass, /obj/structure/window/full/basic, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /obj/structure/window/full/reinforced

SMOOTH_GROUP_WINDOW_FULLTILE_BRASS

obj/structure/window/brass/fulltile

SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM

turf/simulated/indestructible/opsglass, /obj/structure/window/plasma/reinforced/plastitanium

SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE

obj/structure/window/shuttle

SMOOTH_GROUP_WOOD_TABLES

obj/structure/table/wood

SMOOTH_GROUP_WOOD_WALLS

turf/simulated/wall/mineral/wood, /obj/structure/falsewall/wood

SMOOTH_OBJ

Smooths with objects, and will thus need to scan turfs for contents.

SMOOTH_QUEUED

Atom is currently queued to smooth.

S_TURF

*SMOOTHING GROUPS