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Space ruin: The sieged lab, a submap extravaganza. (#28393)
* Space ruin: The sieged lab, a submap extravaganza. * fix airlock access * fix skiff, make whole lab teleproof for now * indestructible rivet command room * add strategically placed helpful items/spawners * fix gun rack placement * no butchering on harbinger murder * small adjustments * esword drop as a treat, m90 seems excessive * make boss door obvious * Lots of map/boss fixes * Update everything for razor wire, try and unfuck some weird AI behavior * stupid mines * sort and fix comments for different ruin categories * always place ruin for TM * first batch of fixes * reinforce hard rock walls * tweaks * improve hard rock design * tiny cleanups * singleton out med and sci rooms * kitchen rework updatepath * run updatepaths * update maplint exceptions
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@@ -10,6 +10,7 @@
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name = "mapmanip marker, extract submap"
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icon = 'icons/effects/map_effects_96x96.dmi'
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icon_state = "mapmanip_extract"
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color = "#ff00cc"
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pixel_x = -32
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pixel_y = -32
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@@ -19,6 +20,7 @@
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name = "mapmanip marker, insert submap"
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icon = 'icons/effects/map_effects_96x96.dmi'
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icon_state = "mapmanip_insert"
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color = "#ff00cc"
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pixel_x = -32
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pixel_y = -32
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@@ -34,6 +36,7 @@
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name = "mapmanip marker helper, submap edge"
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icon = 'icons/effects/mapping_helpers.dmi'
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icon_state = "mapmanip_submap_edge"
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color = "#ff00cc"
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// Farragus mapmanips
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/obj/effect/map_effect/marker/mapmanip/submap/extract/station/cerestation/engineering_science
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@@ -11,6 +11,19 @@
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/turf/simulated/wall,
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)
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/obj/effect/spawner/random/barrier/temporary
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name = "random temporary barrier spawner"
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icon = 'icons/effects/random_spawners.dmi'
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icon_state = "barrier"
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loot = list(
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/obj/structure/barricade/wooden,
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/obj/structure/grille,
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/obj/structure/grille/broken,
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/obj/structure/girder,
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/obj/structure/barricade/security,
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/obj/structure/barricade/sandbags,
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)
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/obj/effect/spawner/random/barrier/wall_probably
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name = "probably a wall"
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icon_state = "wall"
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@@ -131,4 +131,16 @@ GLOBAL_LIST_EMPTY(flame_effects)
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mob_to_burn.adjust_fire_stacks(application_stacks)
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mob_to_burn.IgniteMob()
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/obj/effect/fire/mapping
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/obj/effect/fire/mapping/Initialize(mapload)
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. = ..(mapload, T0C + 300, 4 HOURS, 1)
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set_light(3, 3, LIGHT_COLOR_LAVA)
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/obj/effect/fire/water_act(volume, temperature, source, method)
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. = ..()
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duration -= 30 MINUTES
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if(duration <= 0)
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fizzle()
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#undef MAX_FIRE_EXIST_TIME
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