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Mice and Regal Rats won't spawn in the icebox solar panels (#73388)
## About The Pull Request Fixes #73238 This adds a temperature check to the turf locator in the mice migration event. Also it refactors the check a bit because its loop seemed... odd? If there was some reason the old version was more efficient let me know but I can't see a purpose to do it that way around. Also then the same numbers were being used in 3 separate files so I moved it into a define. _Finally_ I removed a redundant element from the cockroach while I was looking at the files. There was a moment when I started looking at this where I thought "I should add a generic helper proc which is given a turf and a mob and can tell you if it would die if it spawned on that turf". Then I looked at lungs and immediately decided that was going to be a massive amount of work for this trivial bug fix... maybe one day. ## Why It's Good For The Game This was sparing mappers from the punishment whoever added this feature surely intended for them to suffer. Also it's just a bit sad to notify ghosts to join a ghost role which will die instantly 😢 ## Changelog 🆑 fix: Mice and Regal Rats will no longer spawn in icebox's solar panels and die of cold. /🆑
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@@ -89,9 +89,9 @@
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var/unsuitable_atmos_damage = 1
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///Minimal body temperature without receiving damage
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var/minimum_survivable_temperature = 250
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var/minimum_survivable_temperature = NPC_DEFAULT_MIN_TEMP
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///Maximal body temperature without receiving damage
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var/maximum_survivable_temperature = 350
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var/maximum_survivable_temperature = NPC_DEFAULT_MAX_TEMP
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///This damage is taken when the body temp is too cold. Set both this and unsuitable_heat_damage to 0 to avoid adding the basic_body_temp_sensitive element.
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var/unsuitable_cold_damage = 1
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///This damage is taken when the body temp is too hot. Set both this and unsuitable_cold_damage to 0 to avoid adding the basic_body_temp_sensitive element.
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