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Fixes vine/infestation events not working with new lighting
Also adds a helper for finding whether there are any simulated atoms on a turf
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@@ -58,14 +58,10 @@
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spawn_area_type = /area/security/tactical
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locstring = "tactical equipment storage"
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//world << "looking for [spawn_area_type]"
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for(var/areapath in typesof(spawn_area_type))
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//world << " checking [areapath]"
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var/area/A = locate(areapath)
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//world << " A: [A], contents.len: [A.contents.len]"
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//world << " B: [B], contents.len: [B.contents.len]"
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for(var/turf/simulated/floor/F in A.contents)
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if(!F.contents.len)
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if(turf_clear(F))
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turfs += F
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var/list/spawn_types = list()
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@@ -7,7 +7,7 @@
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for(var/areapath in typesof(/area/hallway))
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var/area/A = locate(areapath)
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for(var/turf/simulated/floor/F in A.contents)
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if(!F.contents.len)
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if(turf_clear(F))
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turfs += F
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if(turfs.len) //Pick a turf to spawn at if we can
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