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Gave the beach an edge instead of endless void.
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@@ -0,0 +1,37 @@
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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 = 0
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mouse_opacity = 0
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density = 0
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anchored = 1
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invisibility = 101
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var/water_frequency = 15
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var/water_timer = 0
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/obj/effect/waterfall/New()
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water_timer = addtimer(src, "drip", water_frequency)
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/obj/effect/waterfall/Destroy()
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if(water_timer)
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deltimer(water_timer)
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water_timer = null
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/obj/effect/waterfall/proc/drip()
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var/obj/effect/effect/water/W = new(loc)
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W.dir = dir
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spawn(1)
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W.loc = get_step(W, dir)
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water_timer = addtimer(src, "drip", water_frequency)
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/obj/structure/sign/terrain
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name = "warning sign"
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desc = "Watch your step! Unstable terrain."
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density = 1
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "signpost"
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/obj/structure/sign/terrain/attack_hand(mob/user)
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examine(user)
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