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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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/obj/abstract
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name = ""
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icon = 'icons/effects/landmarks.dmi'
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icon_state = "x2"
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simulated = FALSE
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density = FALSE
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anchored = TRUE
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abstract_type = /obj/abstract
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invisibility = INVISIBILITY_ABSTRACT
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/obj/abstract/Initialize()
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. = ..()
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verbs.Cut()
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//Let mappers see the damn thing by just making them invisible here
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opacity = FALSE
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alpha = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/abstract/ex_act()
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SHOULD_CALL_PARENT(FALSE)
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return
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/obj/abstract/exterior_marker
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var/set_outside
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/obj/abstract/exterior_marker/Initialize()
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..()
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var/turf/T = loc
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if(istype(T))
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T.set_outside(set_outside)
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return INITIALIZE_HINT_QDEL
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/obj/abstract/exterior_marker/outside
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name = "Outside"
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set_outside = OUTSIDE_NO
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/obj/abstract/exterior_marker/inside
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name = "Inside"
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set_outside = OUTSIDE_YES
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/obj/abstract/exterior_marker/use_area
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name = "Use Area Outside"
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set_outside = OUTSIDE_AREA
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/obj/abstract/weather_marker
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name = "Weather Marker"
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/// The weather type we want. This needs to be a weather singleton type, such as /singleton/state/weather/rain/storm.
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/// These should be used for forcing weather in an away site or an event map.
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var/weather_type
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/obj/abstract/weather_marker/Initialize()
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..()
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return INITIALIZE_HINT_LATELOAD
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/obj/abstract/weather_marker/LateInitialize()
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. = ..()
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if(!ispath(weather_type))
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log_debug("Invalid weather type mapped in at [x] [y] [z]!")
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return INITIALIZE_HINT_QDEL
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SSweather.setup_weather_system(z, weather_type)
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