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Ports the weather system from Nebula. (#18706)
* part 1 * compiles? * IT WORKS * vis contents * fixes * umbrelloid * umbrella 2 * dsasdd * stuff * lmao --------- Co-authored-by: Matt Atlas <liermattia@gmail.com>
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@@ -608,7 +608,7 @@
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/obj/structure/closet/proc/end_door_animation()
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is_animating_door = FALSE // comment this out and the line below to manually tweak the animation end state by fiddling with the door_anim vars to match the open door icon
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vis_contents -= door_obj
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remove_vis_contents(door_obj)
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update_icon()
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compile_overlays(src)
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@@ -639,7 +639,7 @@
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/obj/structure/closet/proc/end_door_animation_alt()
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is_animating_door = FALSE // comment this out and the line below to manually tweak the animation end state by fiddling with the door_anim vars to match the open door icon
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vis_contents -= door_obj_alt
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remove_vis_contents(door_obj_alt)
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update_icon()
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compile_overlays(src)
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@@ -148,7 +148,7 @@
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for(var/mob/living/carbon/human/H in loc)
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check_vampire_enter(H.loc, H)
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vis_contents += get_turf(mirror)
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add_vis_contents(get_turf(mirror))
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/obj/effect/reflection/proc/check_vampire_enter(var/turf/T, var/mob/living/carbon/human/H)
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if(!istype(H))
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@@ -415,7 +415,7 @@
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add_overlay(light)
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if(vitals)
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vitals.update_monitor()
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vis_contents += vitals
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add_vis_contents(vitals)
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/obj/structure/bed/roller/attackby(obj/item/attacking_item, mob/user)
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if(iswrench(attacking_item) || istype(attacking_item, /obj/item/stack) || iswirecutter(attacking_item))
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