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Adding Linda.
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@@ -915,16 +915,21 @@ steam.start() -- spawns the effect
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New()
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..()
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update_nearby_tiles(1)
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air_update_turf(1)
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Del()
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density = 0
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update_nearby_tiles(1)
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air_update_turf(1)
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..()
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Move()
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air_update_turf(1)
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..()
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air_update_turf(1)
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proc/updateicon()
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if(metal == 1)
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icon_state = "metalfoam"
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@@ -985,52 +990,8 @@ steam.start() -- spawns the effect
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if(air_group) return 0
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return !density
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// shouldn't this be a general procedure?
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// not sure if this neccessary or overkill
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proc/update_nearby_tiles(need_rebuild)
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if(!air_master) return 0
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var/turf/simulated/source = loc
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var/turf/simulated/north = get_step(source,NORTH)
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var/turf/simulated/south = get_step(source,SOUTH)
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var/turf/simulated/east = get_step(source,EAST)
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var/turf/simulated/west = get_step(source,WEST)
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if(need_rebuild)
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if(istype(source)) //Rebuild/update nearby group geometry
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if(source.parent)
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air_master.groups_to_rebuild += source.parent
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else
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air_master.tiles_to_update += source
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if(istype(north))
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if(north.parent)
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air_master.groups_to_rebuild += north.parent
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else
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air_master.tiles_to_update += north
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if(istype(south))
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if(south.parent)
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air_master.groups_to_rebuild += south.parent
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else
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air_master.tiles_to_update += south
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if(istype(east))
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if(east.parent)
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air_master.groups_to_rebuild += east.parent
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else
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air_master.tiles_to_update += east
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if(istype(west))
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if(west.parent)
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air_master.groups_to_rebuild += west.parent
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else
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air_master.tiles_to_update += west
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else
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if(istype(source)) air_master.tiles_to_update += source
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if(istype(north)) air_master.tiles_to_update += north
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if(istype(south)) air_master.tiles_to_update += south
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if(istype(east)) air_master.tiles_to_update += east
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if(istype(west)) air_master.tiles_to_update += west
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return 1
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CanAtmosPass()
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return !density
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/datum/effect/effect/system/reagents_explosion
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var/amount // TNT equivalent
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