// 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_MAXIMUM anchored = TRUE density = FALSE opacity = FALSE /obj/effect/zone_divider/CanAtmosPass(turf/T, d) // 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.current_cycle == 0) if(!isturf(loc)) return SSticker.OnRoundstart(CALLBACK(loc, TYPE_PROC_REF(/turf, queue_zone_update))) return ATMOS_PASS_AIR_BLOCKED return ATMOS_PASS_ZONE_BLOCKED