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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request
516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.
This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.
I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.
Lints will probably be failing for a bit, got to wait for [this
update](4b77cd487d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt
## Why It's Good For The Game
Fixes this massive 516 mess, hopefully.
closes #90281
## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
204 lines
6.5 KiB
Plaintext
204 lines
6.5 KiB
Plaintext
///how many fire stacks are applied when you step into a bonfire
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#define BONFIRE_FIRE_STACK_STRENGTH 5
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/**
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* ## BONFIRES
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*
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* Structure that makes a big old fire. You can add rods to construct a grill for grilling meat, or a stake for buckling people to the fire,
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* salem style. Keeping the fire on requires oxygen. You can dismantle the bonfire back into logs when it is unignited.
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*/
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/obj/structure/bonfire
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name = "bonfire"
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desc = "For grilling, broiling, charring, smoking, heating, roasting, toasting, simmering, searing, melting, and occasionally burning things."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "bonfire"
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light_color = LIGHT_COLOR_FIRE
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density = FALSE
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anchored = TRUE
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buckle_lying = 0
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pass_flags_self = PASSTABLE | LETPASSTHROW
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/// is the bonfire lit?
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var/burning = FALSE
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/// icon for the bonfire while on. for a softer more burning embers icon, use "bonfire_warm"
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var/burn_icon = "bonfire_on_fire"
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/// if the bonfire has a grill attached
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var/grill = FALSE
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/// the looping sound effect that is played while burning
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var/datum/looping_sound/burning/burning_loop
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/obj/structure/bonfire/Initialize(mapload)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = PROC_REF(on_entered),
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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burning_loop = new(src)
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/obj/structure/bonfire/Destroy()
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(burning_loop)
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. = ..()
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/obj/structure/bonfire/attackby(obj/item/used_item, mob/living/user, params)
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if(istype(used_item, /obj/item/stack/rods) && !can_buckle && !grill)
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var/obj/item/stack/rods/rods = used_item
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var/choice = tgui_alert(user, "What would you like to construct?", "Bonfire", list("Stake","Grill"))
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if(isnull(choice))
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return
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rods.use(1)
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switch(choice)
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if("Stake")
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can_buckle = TRUE
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buckle_requires_restraints = TRUE
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to_chat(user, span_notice("You add a rod to \the [src]."))
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var/mutable_appearance/rod_underlay = mutable_appearance('icons/obj/service/hydroponics/equipment.dmi', "bonfire_rod")
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rod_underlay.pixel_z = 16
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underlays += rod_underlay
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if("Grill")
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grill = TRUE
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to_chat(user, span_notice("You add a grill to \the [src]."))
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add_overlay("bonfire_grill")
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else
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return ..()
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if(used_item.get_temperature())
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start_burning()
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if(grill)
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if(istype(used_item, /obj/item/melee/roastingstick))
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return FALSE
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if(!user.combat_mode && !(used_item.item_flags & ABSTRACT))
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if(user.temporarilyRemoveItemFromInventory(used_item))
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used_item.forceMove(get_turf(src))
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var/list/modifiers = params2list(params)
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//Center the icon where the user clicked.
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if(!LAZYACCESS(modifiers, ICON_X) || !LAZYACCESS(modifiers, ICON_Y))
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return
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//Clamp it so that the icon never moves more than 16 pixels in either direction (thus leaving the table turf)
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used_item.pixel_x = used_item.base_pixel_x + clamp(text2num(LAZYACCESS(modifiers, ICON_X)) - 16, -(ICON_SIZE_X/2), ICON_SIZE_X/2)
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used_item.pixel_y = used_item.base_pixel_y + clamp(text2num(LAZYACCESS(modifiers, ICON_Y)) - 16, -(ICON_SIZE_Y/2), ICON_SIZE_Y/2)
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else
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return ..()
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/obj/structure/bonfire/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(burning)
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to_chat(user, span_warning("You need to extinguish [src] before removing the logs!"))
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return
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if(!has_buckled_mobs() && do_after(user, 5 SECONDS, target = src))
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for(var/obj/item/grown/log/bonfire_log in contents)
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bonfire_log.forceMove(drop_location())
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bonfire_log.pixel_x += rand(1,4)
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bonfire_log.pixel_y += rand(1,4)
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if(can_buckle || grill)
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new /obj/item/stack/rods(loc, 1)
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qdel(src)
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return
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/obj/structure/bonfire/proc/check_oxygen()
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if(isopenturf(loc))
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var/turf/open/bonfire_turf = loc
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if(bonfire_turf.air)
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var/loc_gases = bonfire_turf.air.gases
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if(loc_gases[/datum/gas/oxygen] && loc_gases[/datum/gas/oxygen][MOLES] >= 5)
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return TRUE
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return FALSE
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/obj/structure/bonfire/proc/start_burning()
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if(burning || !check_oxygen())
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return
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burning_loop.start()
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icon_state = burn_icon
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burning = TRUE
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set_light(6)
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bonfire_burn()
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particles = new /particles/bonfire()
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START_PROCESSING(SSobj, src)
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/obj/structure/bonfire/fire_act(exposed_temperature, exposed_volume)
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start_burning()
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/obj/structure/bonfire/proc/on_entered(datum/source, atom/movable/entered)
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SIGNAL_HANDLER
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if(burning)
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if(!grill)
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bonfire_burn()
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return
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//Not currently burning, let's see if we can ignite it.
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if(isliving(entered))
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var/mob/living/burning_body = entered
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if(burning_body.on_fire)
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start_burning()
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visible_message(span_notice("[entered] runs over [src], starting its fire!"))
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else if(entered.resistance_flags & ON_FIRE)
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start_burning()
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visible_message(span_notice("[entered]'s fire spreads to [src], setting it ablaze!"))
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/obj/structure/bonfire/proc/bonfire_burn(seconds_per_tick = 2)
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var/turf/current_location = get_turf(src)
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if(!grill)
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current_location.hotspot_expose(1000, 250 * seconds_per_tick, 1)
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for(var/burn_target in current_location)
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if(burn_target == src)
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continue
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else if(isliving(burn_target))
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var/mob/living/burn_victim = burn_target
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burn_victim.adjust_fire_stacks(BONFIRE_FIRE_STACK_STRENGTH * 0.5 * seconds_per_tick)
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burn_victim.ignite_mob()
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else
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var/atom/movable/burned_movable = burn_target
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if(grill && isitem(burned_movable))
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var/obj/item/grilled_item = burned_movable
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SEND_SIGNAL(grilled_item, COMSIG_ITEM_GRILL_PROCESS, src, seconds_per_tick) //Not a big fan, maybe make this use fire_act() in the future.
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continue
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burned_movable.fire_act(1000, 250 * seconds_per_tick)
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/obj/structure/bonfire/process(seconds_per_tick)
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if(!check_oxygen())
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extinguish()
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return
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bonfire_burn(seconds_per_tick)
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/obj/structure/bonfire/extinguish()
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. = ..()
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if(!burning)
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return
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burning_loop.stop()
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icon_state = "bonfire"
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burning = FALSE
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set_light(0)
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QDEL_NULL(particles)
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STOP_PROCESSING(SSobj, src)
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/obj/structure/bonfire/buckle_mob(mob/living/buckled_mob, force = FALSE, check_loc = TRUE)
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if(..())
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buckled_mob.pixel_y += 13
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/obj/structure/bonfire/unbuckle_mob(mob/living/buckled_mob, force = FALSE, can_fall = TRUE)
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if(..())
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buckled_mob.pixel_y -= 13
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/obj/structure/bonfire/dense
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density = TRUE
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/obj/structure/bonfire/dense/prelit/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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/obj/structure/bonfire/dense/prelit/LateInitialize()
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start_burning()
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/obj/structure/bonfire/prelit/Initialize(mapload)
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. = ..()
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return INITIALIZE_HINT_LATELOAD
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// Late init so that we can wait for air to exist in lazyloaded templates
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/obj/structure/bonfire/prelit/LateInitialize()
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start_burning()
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#undef BONFIRE_FIRE_STACK_STRENGTH
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