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Enable multi-sector lavaland. (#28358)
* Enable multi-sector lavaland. * fix exclude ci paths * remove old lavaland * Lewc review and other cleanups, add GPS stuff * rebuild tgui * fix ash storm no eligible areas * update test config, don't skip out on test level creation * unfuck example config * whoops * add north entrances to legion arena for easier traversal * TM config -- REVERT BEFORE MERGE * Make SSweather work on traits directly * flip order of procgen/ruin placement * fix GPS * fix budget in code * clobber prod config for lavaland ruin budget for TM * add relay to gulag * some more guards for procgen * separate relays * make gulag and base one ruin * bridge improvements * actually remove gulag map * make linter happy * harden ruin placement against failing Config changes made. Bypassing code ownership.
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@@ -184,14 +184,14 @@
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var/obj/O = A
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if(dangerous)
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O.fire_act(1000, 500)
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else
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else
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O.temperature_expose(exposed_temperature = 400)
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else if(isliving(A))
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var/mob/living/L = A
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if(dangerous)
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L.adjust_fire_stacks(fire_stack_strength)
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L.IgniteMob()
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else
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else
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L.adjust_bodytemperature(10, 310)
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/obj/structure/lightable/process()
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@@ -288,4 +288,14 @@
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qdel(src)
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..()
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/obj/structure/lightable/torch/lava_bridge
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anchored = TRUE
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/obj/structure/lightable/torch/lava_bridge/Initialize(mapload)
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. = ..()
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StartBurning()
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/obj/structure/lightable/torch/lava_bridge/CheckOxygen()
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return TRUE // these load before SSair sets up atmos on Lavaland
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#undef MIN_OXY_IGNITE
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