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sorry github editor part 2
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@@ -2,7 +2,8 @@
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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 = 0
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/turf/unsimulated/beach/New()
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..()
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if(water_overlay_image)
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@@ -11,7 +12,8 @@
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/turf/unsimulated/beach/sand
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name = "Sand"
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icon_state = "desert"
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mouse_opacity = 1
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/turf/unsimulated/beach/sand/New() //adds some aesthetic randomness to the beach sand
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icon_state = pick("desert", "desert0", "desert1", "desert2", "desert3", "desert4")
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..()
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@@ -25,7 +27,6 @@
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//icon_state = "sandwater"
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icon_state = "beach"
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water_overlay_image = "water_coast"
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mouse_opacity = 0
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/turf/unsimulated/beach/coastline/dense //for boundary "walls"
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density = 1
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@@ -34,7 +35,6 @@
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name = "Shallow Water"
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icon_state = "seashallow"
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water_overlay_image = "water_shallow"
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mouse_opacity = 0
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/turf/unsimulated/beach/water/dense //for boundary "walls"
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density = 1
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@@ -43,13 +43,11 @@
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name = "Water"
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icon_state = "seadrop"
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water_overlay_image = "water_drop"
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mouse_opacity = 0
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/turf/unsimulated/beach/water/drop
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name = "Water"
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icon = 'icons/turf/floors/seadrop.dmi'
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icon_state = "seadrop"
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mouse_opacity = 0
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water_overlay_image = null
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smooth = SMOOTH_TRUE
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canSmoothWith = list(
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@@ -85,7 +83,6 @@
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name = "Deep Water"
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icon_state = "seadeep"
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water_overlay_image = "water_deep"
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mouse_opacity = 0
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/turf/unsimulated/beach/water/deep/dense
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density = 1
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@@ -94,12 +91,10 @@
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name = "Sunken Floor"
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icon = 'icons/turf/floors.dmi'
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icon_state = "wood"
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mouse_opacity = 0
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/turf/unsimulated/beach/water/deep/sand_floor
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name = "Sea Floor"
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icon_state = "sand"
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mouse_opacity = 0
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/turf/unsimulated/beach/water/deep/rock_wall
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name = "Reef Stone"
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