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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Move some stray area defines to the proper location
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@@ -18,51 +18,68 @@ NOTE: there are two lists of areas in the end of this file: centcom and station
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/area
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var/fire = null
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var/atmosalm = ATMOS_ALARM_NONE
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var/poweralm = 1
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var/poweralm = TRUE
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var/party = null
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var/report_alerts = 1 // Should atmos alerts notify the AI/computers
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var/report_alerts = TRUE // Should atmos alerts notify the AI/computers
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level = null
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name = "Space"
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icon = 'icons/turf/areas.dmi'
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icon_state = "unknown"
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layer = AREA_LAYER
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plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
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luminosity = 0
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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invisibility = INVISIBILITY_LIGHTING
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var/valid_territory = TRUE //used for cult summoning areas on station zlevel
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var/map_name // Set in New(); preserves the name set by the map maker, even if renamed by the Blueprints.
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var/lightswitch = 1
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var/lightswitch = TRUE
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var/eject = null
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var/debug = 0
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var/requires_power = 1
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var/requires_power = TRUE
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var/always_unpowered = 0 //this gets overriden to 1 for space in area/New()
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var/power_equip = 1
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var/power_light = 1
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var/power_environ = 1
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var/power_equip = TRUE
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var/power_light = TRUE
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var/power_environ = TRUE
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var/music = null
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var/used_equip = 0
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var/used_light = 0
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var/used_environ = 0
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var/used_equip = FALSE
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var/used_light = FALSE
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var/used_environ = FALSE
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var/static_equip
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var/static_light = 0
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var/static_light = FALSE
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var/static_environ
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var/has_gravity = 1
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var/has_gravity = TRUE
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var/list/apc = list()
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var/no_air = null
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// var/list/lights // list of all lights on this area
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var/air_doors_activated = 0
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var/air_doors_activated = FALSE
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var/tele_proof = 0
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var/no_teleportlocs = 0
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var/tele_proof = FALSE
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var/no_teleportlocs = FALSE
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var/outdoors = 0 //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
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var/outdoors = FALSE //For space, the asteroid, lavaland, etc. Used with blueprints to determine if we are adding a new area (vs editing a station room)
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var/xenobiology_compatible = FALSE //Can the Xenobio management console transverse this area by default?
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var/nad_allowed = FALSE //is the station NAD allowed on this area?
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// This var is used with the maploader (modules/awaymissions/maploader/reader.dm)
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// if this is 1, when used in a map snippet, this will instantiate a unique
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// area from any other instances already present (meaning you can have
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// separate APCs, and so on)
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var/there_can_be_many = 0
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var/global/global_uid = 0
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var/uid
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var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
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'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
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'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
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'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
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'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
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'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
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/*Adding a wizard area teleport list because motherfucking lag -- Urist*/
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/*I am far too lazy to make it a proper list of areas so I'll just make it run the usual telepot routine at the start of the game*/
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var/list/teleportlocs = list()
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@@ -1,24 +1,3 @@
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// Areas.dm
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// ===
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/area
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var/global/global_uid = 0
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var/uid
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var/list/ambientsounds = list('sound/ambience/ambigen1.ogg','sound/ambience/ambigen3.ogg',\
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'sound/ambience/ambigen4.ogg','sound/ambience/ambigen5.ogg',\
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'sound/ambience/ambigen6.ogg','sound/ambience/ambigen7.ogg',\
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'sound/ambience/ambigen8.ogg','sound/ambience/ambigen9.ogg',\
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'sound/ambience/ambigen10.ogg','sound/ambience/ambigen11.ogg',\
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'sound/ambience/ambigen12.ogg','sound/ambience/ambigen14.ogg')
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// This var is used with the maploader (modules/awaymissions/maploader/reader.dm)
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// if this is 1, when used in a map snippet, this will instantiate a unique
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// area from any other instances already present (meaning you can have
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// separate APCs, and so on)
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var/there_can_be_many = 0
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plane = BLACKNESS_PLANE //Keeping this on the default plane, GAME_PLANE, will make area overlays fail to render on FLOOR_PLANE.
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/area/New()
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..()
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