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All objects leaving the boundaries of a Z level will now be deleted
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@@ -1400,14 +1400,9 @@ turf/simulated/floor/return_siding_icon_state()
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if(ticker && ticker.mode)
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// Okay, so let's make it so that people can travel z levels but not nuke disks!
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// if(ticker.mode.name == "nuclear emergency") return
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if (src.x <= TRANSITIONEDGE || A.x >= (world.maxx - TRANSITIONEDGE - 1) || src.y <= TRANSITIONEDGE || A.y >= (world.maxy - TRANSITIONEDGE - 1))
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if(istype(A, /obj/effect/meteor)||istype(A, /obj/effect/space_dust))
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del(A)
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return
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if(istype(A, /obj/item/weapon/disk/nuclear)) // Don't let nuke disks travel Z levels ... And moving this shit down here so it only fires when they're actually trying to change z-level.
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del(A) //The disk's Del() proc ensures a new one is created
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if(istype(A, /obj))
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del(A) // The nuke disk's del() will spawn a new disk
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return
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if(!isemptylist(A.search_contents_for(/obj/item/weapon/disk/nuclear)))
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@@ -1417,10 +1412,7 @@ turf/simulated/floor/return_siding_icon_state()
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MM << "\red Something you are carrying is preventing you from leaving. Don't play stupid; you know exactly what it is."
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return
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var/move_to_z_str = pickweight(accessable_z_levels)
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var/move_to_z = text2num(move_to_z_str)
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var/move_to_z = text2num(pickweight(accessable_z_levels))
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if(!move_to_z)
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return
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