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Continues work on the surface map
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20
code/game/objects/effects/zone_divider.dm
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20
code/game/objects/effects/zone_divider.dm
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@@ -0,0 +1,20 @@
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// This artificially splits a ZAS zone, useful if you wish to prevent massive super-zones which can cause lag.
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/obj/effect/zone_divider
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name = "zone divider"
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icon = 'icons/mob/screen1.dmi'
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icon_state = "x3"
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invisibility = 101 //nope, can't see this
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anchored = 1
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density = 0
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opacity = 0
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/obj/effect/zone_divider/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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// Special case to prevent us from being part of a zone during the first air master tick.
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// We must merge ourselves into a zone on next tick. This will cause a bit of lag on
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// startup, but it can't really be helped you know?
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if(air_master && air_master.current_cycle == 0)
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spawn(1)
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air_master.mark_for_update(get_turf(src))
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return 0
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return !air_group // Anything except zones can pass
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@@ -107,6 +107,16 @@
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airlock_type = "/highsecurity"
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glass = -1
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/obj/structure/door_assembly/door_assembly_voidcraft
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base_icon_state = "voidcraft"
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base_name = "voidcraft hatch"
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airlock_type = "/voidcraft"
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glass = -1
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/obj/structure/door_assembly/door_assembly_voidcraft/vertical
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base_icon_state = "voidcraft_vertical"
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airlock_type = "/voidcraft/vertical"
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/obj/structure/door_assembly/multi_tile
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icon = 'icons/obj/doors/door_assembly2x1.dmi'
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dir = EAST
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