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removes a bunch of unneeded spawns
spawns have a high overhead. I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
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@@ -284,16 +284,14 @@ var/global/list/rockTurfEdgeCache
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countdown(notify_admins)
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/turf/simulated/mineral/gibtonite/proc/countdown(notify_admins = 0)
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spawn(0)
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while(stage == 1 && det_time > 0 && mineralAmt >= 1)
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det_time--
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sleep(5)
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if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
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var/turf/bombturf = get_turf(src)
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mineralAmt = 0
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explosion(bombturf,1,3,5, adminlog = notify_admins)
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if(stage == 0 || stage == 2)
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return
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set waitfor = 0
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while(stage == 1 && det_time > 0 && mineralAmt >= 1)
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det_time--
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sleep(5)
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if(stage == 1 && det_time <= 0 && mineralAmt >= 1)
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var/turf/bombturf = get_turf(src)
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mineralAmt = 0
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explosion(bombturf,1,3,5, adminlog = notify_admins)
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/turf/simulated/mineral/gibtonite/proc/defuse()
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if(stage == 1)
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