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Fixes bubble/hull shield generators not updating air zones, update_nearby_tiles() cleanup.
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@@ -13,6 +13,14 @@
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var/strength = 0
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var/ticks_recovering = 10
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/obj/effect/energy_field/New()
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..()
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update_nearby_tiles()
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/obj/effect/energy_field/Del()
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update_nearby_tiles()
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..()
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/obj/effect/energy_field/ex_act(var/severity)
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Stress(0.5 + severity)
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@@ -44,12 +52,16 @@
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strength = 0
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//if we take too much damage, drop out - the generator will bring us back up if we have enough power
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var/old_density = density
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if(strength >= 1)
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invisibility = 0
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density = 1
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else if(strength < 1)
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invisibility = 101
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density = 0
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if (density != old_density)
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update_nearby_tiles()
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/obj/effect/energy_field/CanPass(atom/movable/mover, turf/target, height=1.5, air_group = 0)
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//Purpose: Determines if the object (or airflow) can pass this atom.
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