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CHOMPStation2/code/game/objects/effects/zone_divider.dm
2024-12-01 18:31:06 +01:00

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// 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 = 101 //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