## About The Pull Request
Several variables in the code had hardcoded temperature vars set to 180
when it should just use the `ICEBOX_MIN_TEMPERATURE` define that is used
to indicate a 180 temp.
## Why It's Good For The Game
No hardcoded values.
## Changelog
🆑
code: Change some hardcoded ice/snow temperature variables that were set
to 180 to use `ICEBOX_MIN_TEMPERATURE` instead.
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows
## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits
### Spriting
Old:

New:

also good lord those linen bin sprites are a crime
## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑
## About The Pull Request
See #76345 (which said:
Unit test clothing_under_armor_subtype_check is unticked in _unit_test.dm and also would fail if it was ticked
It's not included, it doesn't run
Even if it would run, it's currently doing an istype when it should be doing an ispath, so it'd fail)
## Why It's Good For The Game
This will fix#76345.
## Changelog
N/A
## About The Pull Request
Adds wound armor to ALL jumpsuits that were missing it.
Every jumpsuit, by default, has 5 wound armor. However, because for some
godforsaken reason armor datums don't use subtypes (seriously, the
fuck?), the vast majority of jumpsuits weren't updated to have anything
in case they overrode the base armor.
This includes critical oversights such as any nonstandard jumpsuit meant
to be armored (Tracksuits, turtlenecks, admin suit, tgmc suit). This is
especially critical a problem on nuclear operatives, who face a lot of
combat every round and need that wound armor.
Any nonstandard jumpsuit that also protects from departmental hazards
doesn't recieve the wound armor, this is seemingly reasonable with, say,
medical jumpsuits, but starts to get weird when it includes engineering,
botany, the RD, CMO, and CE..
Plasmaman envirosuits also don't by default. This may or may not be on
purpose but I added it on them just in case.
Armored jumpsuits that didn't have the wound resistance now have 10,
instead of the base 5, since they're meant to be, well, armored. This
might also make durathread useful for something (lol, as if)
## Why It's Good For The Game
Consistency. It's very inconsistent that 'wound' armor randomly pops in
and out of places ingame. It requires you to think like a space whale to
figure out what's the Best Combat Uniform rather than picking what
SHOULD be the right choices.
## Changelog
🆑
fix: Adds wound armor to ALL jumpsuits that were missing it
/🆑
## About The Pull Request
Adds defines for gasses and replaces uses I've found to instead use the
defines.
Can you believe I made this PR while trying to work with Xenos? This
sucks!
## Why It's Good For The Game
There's a lot of different uses of things like "o2" and "plasma", and
they are pretty inconsistent. In some places, it's "hydrogen", in others
it's "h2". In some it's "plasma", others "plasm". This unifies it all
under defines so it has a less chance of breaking in the future.
## Changelog
Nothing player-facing.
## About The Pull Request
closes#72348
Title
## Why It's Good For The Game
My bad
## Changelog
Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;
var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();
foreach (var file in allFiles)
{
var fileLines = File.ReadAllLines(file);
for (var i = 0; i < fileLines.Length; i++)
{
var line = fileLines[i];
if (line.StartsWith("/datum/armor/"))
{
var armorName = line.Replace("/datum/armor/", "").Trim();
if (!known.ContainsKey(armorName))
known[armorName] = new List<KeyValuePair<string, int>>();
var knownList = known[armorName];
knownList.Add(new KeyValuePair<string, int>(file, i));
}
}
}
Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");
var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
var actuals = entries.Skip(1).ToList();
foreach (var actual in actuals)
{
if (!duplicates.ContainsKey(actual.Key))
duplicates[actual.Key] = new List<int>();
duplicates[actual.Key].Add(actual.Value);
}
}
Console.WriteLine($"There are {duplicates.Count} files to update.");
foreach (var (file, idxes) in duplicates)
{
var fileContents = File.ReadAllLines(file).ToList();
foreach (var idx in idxes.OrderByDescending(i => i))
{
string line;
do
{
line = fileContents[idx];
fileContents.RemoveAt(idx);
}
while (!String.IsNullOrWhiteSpace(line));
}
File.WriteAllLines(file, fileContents);
}
```
## About The Pull Request
Moves all the plasma lava code out of snowdin (since it's used in Ice)
and makes it apart of the lava.dm file in the game turfs.
## Why It's Good For The Game
Better organization.
## Changelog
🆑
code: Move plasma lava turf code to be in lava.dm file instead of
snowdin mission code
/🆑
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
About The Pull Request
Fixes some cases in which actual references were used in trait sources instead of keys (or ref() keys).
This can cause some rare and difficult to find hard deletes.
Trait sources should be a string key relating to the source of it, not an actual reference to what added it. References within trait sources are never handled in Destroy(), because it's not expected behavior, meaning it can cause hanging references.
So, I went through with a regex to find some cases and replaced them.
I used the following and just picked through the few by hand to find erroneous ones.
ADD_TRAIT\(.+, .+, [a-z]+\)
REMOVE_TRAIT_TRAIT\(.+, .+, [a-z]+\)
Why It's Good For The Game
Less hard deletes, probably.
Changelog
cl Melbert
code: Some traits which mistakenly were sourced from a hard reference are no longer.
/cl
* organizing flora file and icon states, & flags
Changes the typepath for a lot of flora, and adds new paths depending on the amount of icon states the flora had, for better modularization on mappers. Also adds flags to the flora depending on what type it was, instead of 3 bools
* Getting ready to attempt to modularize flora
Moving most vars and procs from ash flora into the normal flora type path, as a general preparation to add more here
* Weighted products & Region Messages
Rewrites flora code so a flora's produced items can be initialized with a weighted list. Also has some improvements, relating to item stacks.
Adds an option via variables to separate 3 messages into 3 possible regions, or the old method where the message changes when the value is exactly the same as the low or high harvest value
* organizing + documentation on procs
* Documentation, Organization & Modularization
(DOMing) yeah, I dom
Gives variables for tools that can harvest flora, a blacklist of them, and modularizes variables a bit.
Retypes the stump to be a subtype of a tree, which just deletes after being harvested
* Adds the ability to uproot flora with a shovel
* added eswords to the list of things that can cut
* ausbush junk
* code review appreciation + changing drag_slowdown
* more code review appreciation
* kirbyplants ComponentInitialize() -> Initialize()
* forgot glob.
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.
Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.
Also changed some related proc names to be snake_case like everything should be.
This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
* i wanna go to bed so im pushing this
* It compiles but doesn't work yet
* It works!
* I WANT TO DIE
* Appease linters
* some CI fixes
* Address reviews + oversight
* Limb grower fix
* more icon fixes
* forgot to hit save
* I'm a dumbass
* Removes bodypart parent from unit test
* Fixes monkeys and CI
* Grammar pass
* I hate zombie code so much
* General code cleanup
* THE SHITCODERS ARE COMING FOR MY VARS
* THE UNIT TESTS ARE COMING FOR MY SHITCODE
* Reviews + skirts
* Removes an unused DMI
* Why didn't I do this in the first place?
* HAIR REFACTOR
* Haha whoops
* How did I miss this
* Admin spawned creatures now have their features
* Optimize me harder
* minor fix i need to push to merge master
* Fixes hair (maybe) and a runtime
* Maybe fixes mirrors
* Attempts to fix women
* Fixes hair on dismembered heads and a grammar change
* Caps lock did me dirty
* address reviews
* icon failures fix + missed reviews
* Fixes: Facehuggers and Regenerate_limb
* Fixes ethereal color pref appearance
* How the fuck did this not break everything else horribly?
* JESUS FUCKING CHRIST IM A MORON
* Fixes compile
* I'm not high I swear
* Im a dipshiiiit
* grumble grumble
* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.
* Forgot this little readability thing.
* Updates CODEOWNERS
* Me when I forget how github works
* mapload me harder
* Last second fixes
About The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor is my attempt to clean up the file structure, the code, and the type tree for mob spawns.
Splits mob spawn types into corpses (dead spawns) and ghost roles (living spawns you can possess). The vars that didn't make sense for corpses and vice versa for ghost roles are now appropriately there
Because of above, there are no longer the fucking "death, roundstart, and instant" vars. thank god
Removes a lot of single or very few used vars, whose properties can be applied on special().
All Mob Spawns are given fitting folders instead of just being stuck in a single ghost roles file. Corpses are in the corpse folder, Ghost Roles are in the ghost role folder. Only exception are drones which should stay near their respective homes
Just generally cleaner all around you know
spider structures file renamed to spiderwebs now that spider eggs are gone
Why Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor Is Good For The Game
The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor cleans up so many terrible cases and uses
Changelog For The Super Hyper Ultra Ultimate Deluxe Perfect Amazing Shining Mob Spawn Refactor
cl armhulen
refactor: Mob spawns are refactored, no more assortment of "random, instant, and roundstart" vars on every mob spawn type
refactor: if there are some minimal differences in how mob spawners feel, that's why!
/cl
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.
Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.
Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
Merged the item/melee/classic_baton and item/melee/baton families in this unholy matrimony.
Bad jokes aside. I have refactored the underlying code of both items with the scope of reducing potential copypasta,inconsistencies, logging, renewing some old code (like teleprods) and extending the anti-dual batoning and TRAIT_STUNRESISTANCE code** to all batons and not just security ones. Otherwise, I have tried to maintain the gameplay functionality of these items intact. They work just like they did for the most part.
** A badly designed feature that only considers one source of knockdowns - stunbatons - out of a multitude of different devices with corresponding purposes present in the game. The only thing it does is reduce the knockdown from them by 90%. The stamina damage and confusion are fully applied. The knockdown from batons is 5 seconds, standing up takes an extra 1 second and the baton cooldown is about 2.5. Doing the math, you'll have the grand advantage of one puny second of not lying horizontal on the floor with this trait before getting batoned again by the same guy because the stamina damage and the confusion have really hampered your chances of getting some distance. I wish to make the trait suck less in the future, but for now I'm including a slight gameplay change here, more for consistency than anything because as I already told you, it'll still be disappointingly bad per se.
The abductor baton is also no more a subtype of stun batons but batons, which don't use power cells to work. Its power cell is effectively infinite and can't be removed, and It overrides functions such as toggling the baton on/off. It hinders maintainability to keep it a subtype of stun batons.
Replaced the anchored check for mobs in teleprods with one for overwhelming move resistance and removed its clumsy_check copypasta (it was stunning clowns twices).
In remembrance of all those people who used jump boots to cross lava unaware of an issue c*ders wouldn't fix....
EDIT: This is now a lava and weather immunities refactor:
Weather immunities are now status traits since they have a multitude of sources (especially for lava) which might conflict with one another otherwise.
The lava burn_stuff proc has also been been refactored in different procs, mostly because of that snowdin subtype with inconsistent, old checks.
Weather datums should now use can_weather_act instead of weather_act to check if something can be affected by weather or not, as they should.
All movables can protect contained mobs if they have the relative weather immunity traits. This works at any contents depth.
No more snowflake weather_protection variable for closets.
Removed the weather_immunities list from living mobs (simple animals still have it but it's only for traits assignment on init because way too many child types lack the immunities of their parents).
Removed some unused defines.
Renamed some variables as per guidelines.
It has been tested.
And yea, jump boots fixed because that's the original scope of this PR.
(Initially just made throwing make you fire immune, that was blocked because it breaks perma stuff, instead it ended up be a refactor to make jumpboots usable with weather immumnity stuff
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.
The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.
The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.
The following weapons and items have been updated to use this component:
Energy Swords / Sabers / Bananium Energy Sword
Energy Circular Saw
Energy Dagger
Energy Axe
Toy Energy Sword
Holographic Energy Sword
Switchblade
Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
Combat Wrench
Cleaving Saw
Telescopic Batons / Contractor Batons
Roasting Stick
Telescopic Riot Shield
Energy Shield / Bananium Energy Shield
This PR also touches up the code around the various above items.
Simply puts species IDs into defines ("lizard" turns into #define SPECIES_LIZARD "lizard"). This does not affect any gameplay, and is purely for making sure future code doesn't go all fucked up because someone accidentally misspells something
I only changed code that was spelt correctly, so if there actually is a typo somewhere, it isn't changed
Integrates spider egg clusters into the mob spawners instead of them being their own thing, which cleans up a code a fair bit, and gives players an overview of all available types of clusters in the ghost spawners menu, example image below. This also means players banned from ROLE_ALIEN will not be able to spawn as one, as they are very similiar antagonists in concept and it is probably wiser than using default ROLE_LAVALAND on mob spawners for restriction of this role.
Expanded mob spawners code to accomodate for a situations where spawners are using radials for handling mob choosing, and also for when spawners have special conditions for when they are available (like until eggs are mature, for example).
Mob spawners now support giving their mobs multiple factions membership, instead of being limited to only one.
Spider egg clusters now stop processing when they mature, as there is no need for them to do that anymore by that point.
Cleaned up and updated some spider variant radial info boxes, so players have better idea about each variant individual strengths and weaknesses.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm
We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.
There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.
Hi codeowners!
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Added / improved documentation for buckling procs and variables
Removed / moved some unused things (removed 'buckling' var on mob, moved can_unbuckle() and can_buckle() from mob to living, removed can_unbuckle() and can_buckle() from slimes because they were ignoring everywhere it was checked anyways)
Moved can_buckle() check to is_buckle_possible() with the rest of the checks
Allowed mobs to buckle other mobs to things on the same turf as them ( I don't see why this was blocked in the first place. We have mobs on the same turf as each other all the time)
Changed silicons to use user_buckle_mob() instead of their own do_after system - now slightly longer to buckle mobs from another turf but instant to buckle mobs from the same turf. This means that borgs can't combatspin people who are still standing but have a slight slowdown, but can load people even faster if they're stunned/incapacitated and lying down. (But honestly, I did it for consistency, not balance)
About The Pull Request
For an item to be two handed just add this handy component.
All existing two handed items have been converted to use this component.
Why It's Good For The Game
It has components and signals, and now you can make items two handed so simply.
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed)
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
VTEC is currently broken (as in, completely non functional) and, quite
frankly, it wouldn't be very healthy for the game if it weren't. A -2
speedmod is no joke. What's more fun than no damage slowdown borg?
That's right, one with a movespeed -2 modifier.
initial_gas_mix for turfs were all over the place instead of using defines. I
didn't change turfs that only show up in a single place, like the Snowdin
plasma river turf.
KITCHEN_COLDROOM_ATMOS isn't used yet; if this gets merged I'll use it to turn
kitchen cold rooms into proper.... cold rooms