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Merge pull request #2743 from SkyMarshal/bleeding-edge-freeze
Fixes some runtimes as well as a merge-related bug that made heat not transfer through doors.
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@@ -63,6 +63,10 @@ proc/FloodFill(turf/simulated/start)
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proc/ZMerge(zone/A,zone/B)
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proc/ZMerge(zone/A,zone/B)
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if(!istype(A) || !istype(B))
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return
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//Merges two zones so that they are one.
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//Merges two zones so that they are one.
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var
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var
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a_size = A.air.group_multiplier
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a_size = A.air.group_multiplier
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@@ -127,8 +131,6 @@ proc/ZConnect(turf/simulated/A,turf/simulated/B)
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if(!A.zone || !B.zone) return
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if(!A.zone || !B.zone) return
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if(A.zone == B.zone) return
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if(A.zone == B.zone) return
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if(!A.CanPass(null,B,0,0)) return
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if(A.CanPass(null,B,0,1))
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if(A.CanPass(null,B,0,1))
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return ZMerge(A.zone,B.zone)
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return ZMerge(A.zone,B.zone)
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@@ -155,6 +155,8 @@ turf/Entered(obj/item/I)
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//Items that are in plasma, but not on a mob, can still be contaminated.
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//Items that are in plasma, but not on a mob, can still be contaminated.
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if(istype(I) && vsc.plc.CLOTH_CONTAMINATION)
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if(istype(I) && vsc.plc.CLOTH_CONTAMINATION)
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var/datum/gas_mixture/env = return_air(1)
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var/datum/gas_mixture/env = return_air(1)
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if(!env)
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return
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if(env.toxins > MOLES_PLASMA_VISIBLE + 1)
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if(env.toxins > MOLES_PLASMA_VISIBLE + 1)
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if(I.can_contaminate())
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if(I.can_contaminate())
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I.contaminate()
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I.contaminate()
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