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https://github.com/CHOMPStation2/CHOMPStation2.git
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Minor ZAS-related cleanup
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@@ -50,7 +50,7 @@ atom/proc/c_airblock(turf/other)
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#ifdef ZASDBG
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ASSERT(isturf(other))
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#endif
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return !CanPass(null, other, 0, 0) + 2*!CanPass(null, other, 1.5, 1)
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return (AIR_BLOCKED*!CanPass(null, other, 0, 0))|(ZONE_BLOCKED*!CanPass(null, other, 1.5, 1))
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turf/c_airblock(turf/other)
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@@ -46,6 +46,7 @@
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air_master.connect(sim, src)
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/turf/simulated/update_air_properties()
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if(zone && zone.invalid)
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c_copy_air()
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zone = null //Easier than iterating through the list at the zone.
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@@ -120,8 +121,10 @@
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//Might have assigned a zone, since this happens for each direction.
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if(!zone)
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//if((block & ZONE_BLOCKED) || (r_block & ZONE_BLOCKED && !(s_block & ZONE_BLOCKED)))
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if(((block & ZONE_BLOCKED) && !(r_block & ZONE_BLOCKED)) || (r_block & ZONE_BLOCKED && !(s_block & ZONE_BLOCKED)))
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//We do not merge if
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// they are blocking us and we are not blocking them, or if
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// we are blocking them and not blocking ourselves - this prevents tiny zones from forming on doorways.
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if(((block & ZONE_BLOCKED) && !(r_block & ZONE_BLOCKED)) || ((r_block & ZONE_BLOCKED) && !(s_block & ZONE_BLOCKED)))
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#ifdef ZASDBG
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if(verbose) world << "[d] is zone blocked."
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//dbg(zone_blocked, d)
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@@ -922,30 +922,6 @@ proc/anim(turf/location as turf,target as mob|obj,a_icon,a_icon_state as text,fl
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refined_trg -= B
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continue moving
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var/list/doors = new/list()
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if(toupdate.len)
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for(var/turf/simulated/T1 in toupdate)
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for(var/obj/machinery/door/D2 in T1)
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doors += D2
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/*if(T1.parent)
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air_master.groups_to_rebuild += T1.parent
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else
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air_master.tiles_to_update += T1*/
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if(fromupdate.len)
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for(var/turf/simulated/T2 in fromupdate)
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for(var/obj/machinery/door/D2 in T2)
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doors += D2
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/*if(T2.parent)
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air_master.groups_to_rebuild += T2.parent
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else
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air_master.tiles_to_update += T2*/
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for(var/obj/O in doors)
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O:update_nearby_tiles(1)
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proc/DuplicateObject(obj/original, var/perfectcopy = 0 , var/sameloc = 0)
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if(!original)
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@@ -227,12 +227,6 @@
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if(S.zone) S.zone.rebuild()
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if(ispath(N, /turf/simulated/floor))
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//if the old turf had a zone, connect the new turf to it as well - Cael
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//Adjusted by SkyMarshal 5/10/13 - The air master will handle the addition of the new turf.
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//if(zone)
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// zone.RemoveTurf(src)
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// if(!zone.CheckStatus())
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// zone.SetStatus(ZONE_ACTIVE)
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var/turf/simulated/W = new N( locate(src.x, src.y, src.z) )
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//W.Assimilate_Air()
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@@ -249,7 +243,7 @@
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W.RemoveLattice()
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if(air_master)
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air_master.mark_for_update(src)
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air_master.mark_for_update(src) //handle the addition of the new turf.
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for(var/turf/space/S in range(W,1))
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S.update_starlight()
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@@ -258,10 +252,6 @@
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return W
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else
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//if(zone)
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// zone.RemoveTurf(src)
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// if(!zone.CheckStatus())
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// zone.SetStatus(ZONE_ACTIVE)
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var/turf/W = new N( locate(src.x, src.y, src.z) )
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W.lighting_lumcount += old_lumcount
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