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massive burndown (#29894)
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@@ -1,11 +1,7 @@
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/obj/effect/waterfall
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name = "waterfall effect"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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opacity = FALSE
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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density = FALSE
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anchored = TRUE
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invisibility = 101
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var/water_frequency = 15
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@@ -29,7 +25,6 @@
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/turf/simulated/floor/beach/away
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name = "Beach"
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icon = 'icons/misc/beach.dmi'
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var/water_overlay_image = null
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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@@ -47,10 +42,6 @@
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icon_state = "desert"
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mouse_opacity = MOUSE_OPACITY_ICON
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baseturf = /turf/simulated/floor/beach/away/sand
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footstep = FOOTSTEP_SAND
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barefootstep = FOOTSTEP_SAND
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clawfootstep = FOOTSTEP_SAND
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heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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/turf/simulated/floor/beach/away/sand/Initialize(mapload)
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. = ..() //adds some aesthetic randomness to the beach sand
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@@ -118,7 +109,6 @@
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oxygen = LAVALAND_OXYGEN
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nitrogen = LAVALAND_NITROGEN
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temperature = LAVALAND_TEMPERATURE
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atmos_mode = ATMOS_MODE_EXPOSED_TO_ENVIRONMENT
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atmos_environment = ENVIRONMENT_LAVALAND
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/// for boundary "walls"
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@@ -158,7 +148,6 @@
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layer = MOB_LAYER + 0.1
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smoothing_flags = SMOOTH_BITMASK
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canSmoothWith = list(SMOOTH_GROUP_BEACH_WATER)
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anchored = TRUE
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/turf/simulated/floor/beach/away/water/drop/dense
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density = TRUE
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