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* Handlers converted, now to fix 3532 compile errors * 3532 compile fixes later, got runtimes on startup * Well the server loads now atleast * Take 2 * Oops
226 lines
5.8 KiB
Plaintext
226 lines
5.8 KiB
Plaintext
/obj/machinery/atmospherics/pipe/manifold
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icon = 'icons/atmos/manifold.dmi'
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icon_state = ""
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name = "pipe manifold"
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desc = "A manifold composed of regular pipes"
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volume = 105
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dir = SOUTH
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initialize_directions = EAST|NORTH|WEST
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var/obj/machinery/atmospherics/node1
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var/obj/machinery/atmospherics/node2
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var/obj/machinery/atmospherics/node3
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level = 1
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/obj/machinery/atmospherics/pipe/manifold/New()
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..()
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alpha = 255
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icon = null
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switch(dir)
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if(NORTH)
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initialize_directions = EAST|SOUTH|WEST
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if(SOUTH)
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initialize_directions = WEST|NORTH|EAST
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if(EAST)
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initialize_directions = SOUTH|WEST|NORTH
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if(WEST)
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initialize_directions = NORTH|EAST|SOUTH
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/obj/machinery/atmospherics/pipe/manifold/atmos_init()
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..()
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for(var/D in GLOB.cardinal)
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if(D == dir)
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continue
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for(var/obj/machinery/atmospherics/target in get_step(src, D))
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if(target.initialize_directions & get_dir(target,src))
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var/c = check_connect_types(target,src)
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if(!c)
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continue
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if(turn(dir, 90) == D)
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target.connected_to = c
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connected_to = c
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node1 = target
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if(turn(dir, 270) == D)
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target.connected_to = c
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connected_to = c
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node2 = target
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if(turn(dir, 180) == D)
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target.connected_to = c
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connected_to = c
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node3 = target
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break
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var/turf/T = src.loc // hide if turf is not intact
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hide(T.intact)
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update_icon()
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/obj/machinery/atmospherics/pipe/manifold/hide(var/i)
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if(level == 1 && istype(loc, /turf/simulated))
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invisibility = i ? 101 : 0
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/obj/machinery/atmospherics/pipe/manifold/pipeline_expansion()
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return list(node1, node2, node3)
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/obj/machinery/atmospherics/pipe/manifold/process_atmos()
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if(!parent)
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..()
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else
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. = PROCESS_KILL
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/obj/machinery/atmospherics/pipe/manifold/Destroy()
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. = ..()
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if(node1)
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node1.disconnect(src)
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node1.defer_build_network()
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node1 = null
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if(node2)
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node2.disconnect(src)
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node2.defer_build_network()
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node2 = null
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if(node3)
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node3.disconnect(src)
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node3.defer_build_network()
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node3 = null
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/obj/machinery/atmospherics/pipe/manifold/disconnect(obj/machinery/atmospherics/reference)
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if(reference == node1)
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if(istype(node1, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node1 = null
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if(reference == node2)
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if(istype(node2, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node2 = null
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if(reference == node3)
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if(istype(node3, /obj/machinery/atmospherics/pipe))
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qdel(parent)
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node3 = null
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check_nodes_exist()
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update_icon()
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..()
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/obj/machinery/atmospherics/pipe/manifold/change_color(var/new_color)
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..()
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//for updating connected atmos device pipes (i.e. vents, manifolds, etc)
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if(node1)
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node1.update_underlays()
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if(node2)
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node2.update_underlays()
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if(node3)
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node3.update_underlays()
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/obj/machinery/atmospherics/pipe/manifold/update_icon(var/safety = 0)
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..()
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if(!check_icon_cache())
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return
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alpha = 255
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overlays.Cut()
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overlays += GLOB.pipe_icon_manager.get_atmos_icon("manifold", , pipe_color, "core" + icon_connect_type)
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overlays += GLOB.pipe_icon_manager.get_atmos_icon("manifold", , , "clamps" + icon_connect_type)
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underlays.Cut()
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var/turf/T = get_turf(src)
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if(!istype(T)) return
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var/list/directions = list(NORTH, SOUTH, EAST, WEST)
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var/node1_direction = get_dir(src, node1)
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var/node2_direction = get_dir(src, node2)
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var/node3_direction = get_dir(src, node3)
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directions -= dir
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directions -= add_underlay(T,node1,node1_direction,icon_connect_type)
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directions -= add_underlay(T,node2,node2_direction,icon_connect_type)
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directions -= add_underlay(T,node3,node3_direction,icon_connect_type)
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for(var/D in directions)
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add_underlay(T,,D,icon_connect_type)
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/obj/machinery/atmospherics/pipe/manifold/update_underlays()
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..()
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update_icon()
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// A check to make sure both nodes exist - self-delete if they aren't present
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/obj/machinery/atmospherics/pipe/manifold/check_nodes_exist()
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if(!node1 && !node2 && !node3)
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deconstruct()
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return 0 // 0: No nodes exist
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// 1: 1-3 nodes exist, we continue existing
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return 1
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/obj/machinery/atmospherics/pipe/manifold/visible
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icon_state = "map"
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level = 2
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/obj/machinery/atmospherics/pipe/manifold/visible/scrubbers
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name="Scrubbers pipe manifold"
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desc = "A manifold composed of scrubbers pipes"
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icon_state = "map-scrubbers"
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connect_types = list(3)
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layer = 2.38
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icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/manifold/visible/supply
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name="Air supply pipe manifold"
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desc = "A manifold composed of supply pipes"
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icon_state = "map-supply"
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connect_types = list(2)
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layer = 2.39
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icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/manifold/visible/yellow
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color = PIPE_COLOR_YELLOW
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/obj/machinery/atmospherics/pipe/manifold/visible/cyan
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color = PIPE_COLOR_CYAN
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/obj/machinery/atmospherics/pipe/manifold/visible/green
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color = PIPE_COLOR_GREEN
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/obj/machinery/atmospherics/pipe/manifold/visible/purple
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color = PIPE_COLOR_PURPLE
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/obj/machinery/atmospherics/pipe/manifold/hidden
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icon_state = "map"
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level = 1
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alpha = 128 //set for the benefit of mapping - this is reset to opaque when the pipe is spawned in game
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/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers
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name="Scrubbers pipe manifold"
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desc = "A manifold composed of scrubbers pipes"
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icon_state = "map-scrubbers"
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connect_types = list(3)
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layer = 2.38
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icon_connect_type = "-scrubbers"
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color = PIPE_COLOR_RED
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/obj/machinery/atmospherics/pipe/manifold/hidden/supply
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name="Air supply pipe manifold"
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desc = "A manifold composed of supply pipes"
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icon_state = "map-supply"
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connect_types = list(2)
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layer = 2.39
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icon_connect_type = "-supply"
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color = PIPE_COLOR_BLUE
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/obj/machinery/atmospherics/pipe/manifold/hidden/yellow
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color = PIPE_COLOR_YELLOW
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/obj/machinery/atmospherics/pipe/manifold/hidden/cyan
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color = PIPE_COLOR_CYAN
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/obj/machinery/atmospherics/pipe/manifold/hidden/green
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color = PIPE_COLOR_GREEN
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/obj/machinery/atmospherics/pipe/manifold/hidden/purple
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color = PIPE_COLOR_PURPLE
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