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Make Exodus Great Again (#6970)
Engine room tweaked so it uses gas coolers and stuff
Shields set up in the Bridge substation
Psychology moved slightly and made bigger to account for the treatment machines
Chemistry, toxins, xenobotany, other areas like that all given borosilicate windows
Representative office put near the bridge, detective's office and forensics moved around a little bit
Red dock and the transfer shuttle changed to match the transfer shuttle on the Aurora map
Exodus CentComm changed to match Aurora CentComm better
Supermatter has a catchment zone for when the crystal is ejected to prevent it from looping around and exploding against security or the holodeck
Toxins test range made more resilient
Countless cruel and unnecessary blobstart markers removed. I thought it was a bit unkind that a blob could appear literally in the middle of a department, or underneath someone's feet while they're taking a shit in the bathroom. People go there to AFK.
Windows around the representative's shuttle dock electrified, the cockpit for the shuttle has the same access requirement as their airlock on CentComm. Accounting for it being in a less secure spot on the Exodus, to try and prevent wanton theft of their shuttle "just because". It's still possible, but it can't be done by just anybody.
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@@ -61,6 +61,7 @@
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. = ..()
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for(var/obj/machinery/door/firedoor/F in loc)
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if(F != src)
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crash_with("Duplicate firedoors at [x]-[y]-[z]. Deleting one.")
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QDEL_IN(src, 1)
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return .
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var/area/A = get_area(src)
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