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Added masking turf for asteroid field, fixed issues with distribution map. Replaced asteroid field with mask turf.
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@@ -34,7 +34,7 @@ datum/controller/game_controller
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var/list/shuttle_list // For debugging and VV
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var/datum/random_map/ore/asteroid_ore_map // For debugging and VV.
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var/datum/random_map/asteroid_map // For debugging and VV.
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datum/controller/game_controller/New()
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//There can be only one master_controller. Out with the old and in with the new.
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@@ -59,6 +59,9 @@ datum/controller/game_controller/New()
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datum/controller/game_controller/proc/setup()
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world.tick_lag = config.Ticklag
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//Create the asteroid Z-level.
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asteroid_map = new(null,13,32,5,217,223)
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spawn(20)
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createRandomZlevel()
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@@ -77,9 +80,6 @@ datum/controller/game_controller/proc/setup()
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transfer_controller = new
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for(var/i=0, i<max_secret_rooms, i++)
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make_mining_asteroid_secret()
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spawn(0)
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if(ticker)
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ticker.pregame()
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@@ -108,7 +108,7 @@ datum/controller/game_controller/proc/setup_objects()
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var/obj/machinery/atmospherics/unary/vent_scrubber/T = U
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T.broadcast_status()
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//Create the mining ore distribution map.
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// Create the mining ore distribution map.
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// These values determine the specific area that the map is applied to.
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// If you do not use the official Baycode asteroid map, you will need to change them.
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asteroid_ore_map = new /datum/random_map/ore(null,13,32,5,217,223)
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