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fixes huge roundstart bugs
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@@ -181,13 +181,17 @@ var/datum/subsystem/air/SSair
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var/list/turfs_to_init = block(locate(1, 1, z_start), locate(world.maxx, world.maxy, z_finish))
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for(var/turf/t in turfs_to_init)
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for(var/thing in turfs_to_init)
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var/turf/t = thing
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t.CalculateAdjacentTurfs()
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active_turfs -= t
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if(t.blocks_air)
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continue
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if(istype(t, /turf/open/space))
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continue //don't need to initialize these; just slows down roundstart without any real benefit
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var/turf/open/T = t
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T.excited = 0
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@@ -200,7 +204,7 @@ var/datum/subsystem/air/SSair
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var/is_active = T.air.compare(enemy_air)
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if(is_active)
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testing("Active turf found. Return value of compare(): [is_active]")
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//testing("Active turf found. Return value of compare(): [is_active]")
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T.excited = 1
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active_turfs |= T
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break
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