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Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file. The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway) Plasma can contaminate again. The master controller and world startup code has been reworked for faster server boots. Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
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@@ -12,6 +12,50 @@ client/verb/Zone_Info(turf/T as null|turf)
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T.overlays -= 'debug_group.dmi'
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T.overlays -= 'debug_connect.dmi'
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client/verb/Test_ZAS_Connection(var/turf/simulated/T as turf)
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set category = "Debug"
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if(!istype(T))
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return
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var/direction_list = list(\
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"North" = NORTH,\
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"South" = SOUTH,\
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"East" = EAST,\
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"West" = WEST,\
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"None" = null)
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var/direction = input("What direction do you wish to test?","Set direction") as null|anything in direction_list
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if(!direction)
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return
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if(direction == "None")
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if(T.CanPass(null, T, 0,0))
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mob << "The turf can pass air! :D"
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else
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mob << "No air passage :x"
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return
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var/turf/simulated/other_turf = get_step(T, direction_list[direction])
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if(!istype(other_turf))
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return
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var/pass_directions = T.CanPass(null, other_turf, 0, 0) + 2*other_turf.CanPass(null, T, 0, 0)
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switch(pass_directions)
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if(0)
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mob << "Neither turf can connect. :("
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if(1)
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mob << "The initial turf only can connect. :\\"
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if(2)
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mob << "The other turf can connect, but not the initial turf. :/"
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if(3)
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mob << "Both turfs can connect! :)"
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zone/proc
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DebugDisplay(mob/M)
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if(!dbg_output)
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