anchor.diff:  		var/atom/A = locate(source.type) in target_turf
   		return A && A.type == source.type ? A : null
   
  -/proc/transform_dir(direction)
  -	switch(direction)
  -		if(NORTH,SOUTH,EAST,WEST)
  -			return direction
  -		if(NORTHEAST)
  -			return NORTH_EAST
  -		if(NORTHWEST)
  -			return NORTH_WEST
  -		if(SOUTHEAST)
  -			return SOUTH_EAST
  -		if(SOUTHWEST)
  -			return SOUTH_WEST
  +//Icon smoothing helpers
   
  -//Icon smoothing helpers
  +/atom/proc/clear_smooth_overlays()
  +	overlays -= top_left_corner
  +	overlays -= top_right_corner
  +	overlays -= bottom_right_corner
  +	overlays -= bottom_left_corner
  +
   /proc/smooth_zlevel(var/zlevel)
   	var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
   	for(var/V in away_turfs)
  
positive.code: /atom/var/bottom_right_corner
  /atom/var/can_be_unanchored = 0
  /atom/var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
  
  /atom/proc/clear_smooth_overlays()
  	overlays -= top_left_corner
  	overlays -= top_right_corner
  	overlays -= bottom_right_corner
  	overlays -= bottom_left_corner
  
  //generic (by snowflake) tile smoothing code; smooth your icons with this!
  /*
  
negative.code: 			AM = find_type_in_direction(A, direction)
  			if(istype(AM))
  				if(AM.anchored)
  					adjacencies |= 1 << direction
  			else
  				if(AM)
  					adjacencies |= 1 << direction
  	else
  		for(var/direction in alldirs)
  			if(find_type_in_direction(A, direction))
  				adjacencies |= 1 << direction
  	return adjacencies
  
  /proc/smooth_icon(atom/A)
  