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River
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@@ -241,8 +241,8 @@
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name = "lava"
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baseturf = /turf/simulated/floor/plating/lava/smooth
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icon = 'icons/turf/floors/lava.dmi'
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icon_state = "smooth"
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smooth = SMOOTH_BORDER | SMOOTH_TRUE
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icon_state = "unsmooth"
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// smooth = SMOOTH_BORDER | SMOOTH_TRUE
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canSmoothWith = list(/turf/simulated/wall, /turf/simulated/mineral, /turf/simulated/floor/plating/lava/smooth, /turf/simulated/floor/plating/lava/smooth/lava_land_surface
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)
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@@ -4,7 +4,7 @@
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#define RANDOM_LOWER_X 50
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#define RANDOM_LOWER_Y 50
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/proc/spawn_rivers(target_z = 5, nodes = 4, turf_type = /turf/simulated/floor/plating/lava/smooth/lava_land_surface)
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/proc/spawn_rivers(target_z = 5, nodes = 4, turf_type = /turf/simulated/floor/plating/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors)
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var/list/river_nodes = list()
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var/num_spawned = 0
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while(num_spawned < nodes)
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@@ -42,8 +42,8 @@
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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if(!cur_turf.density || istype(cur_turf, /turf/simulated/mineral)) //Rivers will flow around walls
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var/area/new_area = get_area(cur_turf)
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if(!istype(new_area, whitelist_area)) //Rivers will skip ruins
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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