// This artificially splits a ZAS zone, useful if you wish to prevent massive super-zones which can cause lag. /obj/effect/zone_divider name = "zone divider" icon = 'icons/mob/screen1.dmi' icon_state = "x3" invisibility = INVISIBILITY_ABSTRACT //nope, can't see this anchored = TRUE density = FALSE opacity = 0 can_atmos_pass = ATMOS_PASS_PROC /obj/effect/zone_divider/CanZASPass(turf/T, is_zone) // Special case to prevent us from being part of a zone during the first air master tick. // We must merge ourselves into a zone on next tick. This will cause a bit of lag on // startup, but it can't really be helped you know? if(SSair && SSair.current_cycle == 0) spawn(1) SSair.mark_for_update(get_turf(src)) return FALSE return is_zone ? FALSE : TRUE // Anything except zones can pass