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https://github.com/CHOMPStation2/CHOMPStation2.git
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Fixes bubble/hull shield generators not updating air zones, update_nearby_tiles() cleanup.
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@@ -27,16 +27,6 @@
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if(!height || air_group) return 0
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else return ..()
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//Looks like copy/pasted code... I doubt 'need_rebuild' is even used here - Nodrak
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/obj/machinery/shield/proc/update_nearby_tiles(need_rebuild)
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if(!air_master)
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return 0
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air_master.mark_for_update(get_turf(src))
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return 1
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/obj/machinery/shield/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(!istype(W)) return
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@@ -357,4 +347,4 @@
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src.icon_state = malfunction ? "shieldonbr":"shieldon"
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else
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src.icon_state = malfunction ? "shieldoffbr":"shieldoff"
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return
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return
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@@ -13,6 +13,14 @@
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var/strength = 0
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var/ticks_recovering = 10
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/obj/effect/energy_field/New()
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..()
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update_nearby_tiles()
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/obj/effect/energy_field/Del()
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update_nearby_tiles()
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..()
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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@@ -44,12 +52,16 @@
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strength = 0
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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var/old_density = density
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if(strength >= 1)
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invisibility = 0
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density = 1
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else if(strength < 1)
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invisibility = 101
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density = 0
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if (density != old_density)
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update_nearby_tiles()
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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@@ -242,6 +242,7 @@
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/obj/machinery/shieldwall/New(var/obj/machinery/shieldwallgen/A, var/obj/machinery/shieldwallgen/B)
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..()
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update_nearby_tiles()
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src.gen_primary = A
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src.gen_secondary = B
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if(A && B && A.active && B.active)
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@@ -253,6 +254,10 @@
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else
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del(src) //need at least two generator posts
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/obj/machinery/shieldwall/Del()
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update_nearby_tiles()
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..()
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/obj/machinery/shieldwall/attack_hand(mob/user as mob)
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return
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@@ -321,4 +326,4 @@
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if (istype(mover, /obj/item/projectile))
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return prob(10)
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else
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return !src.density
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return !src.density
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