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Blockwise mazes
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@@ -1,12 +1,14 @@
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/obj/effect/mazegen/module_helper
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name = "maze helper"
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desc = "You should not be seeing this!"
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/**
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* Helper handler proc
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*
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* This exists as an overridable method so you can do custom helper logic.
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* An example of this is removing all windows on a tile.
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*
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* Arguments:
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* * blockwise - This will be TRUE if the maze this is running on is a blockwise maze
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*/
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/obj/effect/mazegen/module_helper/proc/helper_run()
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/obj/effect/mazegen/module_helper/proc/helper_run(blockwise = FALSE, obj/effect/mazegen/host)
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CRASH("spawn_loot() not overriden for [type]")
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@@ -2,8 +2,12 @@
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/obj/effect/mazegen/module_helper/entry_exit
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name = "entrance/exit allocator"
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/obj/effect/mazegen/module_helper/entry_exit/helper_run()
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for(var/obj/structure/window/reinforced/mazeglass/MG in get_turf(src))
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qdel(MG)
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/obj/effect/mazegen/module_helper/entry_exit/helper_run(blockwise = FALSE, obj/effect/mazegen/host)
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if(blockwise)
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var/turf/T = get_turf(src)
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var/obj/effect/mazegen/generator/blockwise/BWG = host
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T.ChangeTurf(BWG.floor_material)
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else
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for(var/obj/structure/window/reinforced/mazeglass/MG in get_turf(src))
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qdel(MG)
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qdel(src)
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