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Compatability
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@@ -120,70 +120,4 @@
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/obj/structure/ladder/updown
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allowed_directions = UP|DOWN
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<<<<<<< HEAD:code/modules/multiz/structures.dm
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icon_state = "ladder11"
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/obj/structure/stairs
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name = "Stairs"
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desc = "Stairs leading to another deck. Not too useful if the gravity goes out."
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icon = 'icons/obj/stairs.dmi'
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density = 0
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opacity = 0
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anchored = 1
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flags = ON_BORDER
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layer = STAIRS_LAYER
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/obj/structure/stairs/Initialize()
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. = ..()
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for(var/turf/turf in locs)
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var/turf/simulated/open/above = GetAbove(turf)
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if(!above)
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warning("Stair created without level above: ([loc.x], [loc.y], [loc.z])")
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return qdel(src)
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if(!istype(above))
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above.ChangeTurf(/turf/simulated/open)
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/obj/structure/stairs/CheckExit(atom/movable/mover as mob|obj, turf/target as turf)
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if(get_dir(loc, target) == dir && upperStep(mover.loc))
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return FALSE
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. = ..()
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/obj/structure/stairs/Bumped(atom/movable/A)
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// This is hackish but whatever.
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var/turf/target = get_step(GetAbove(A), dir)
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if(target.Enter(A, src)) // Pass src to be ignored to avoid infinate loop
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A.forceMove(target)
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if(isliving(A))
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var/mob/living/L = A
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if(L.pulling && !L.pulling.anchored)
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L.pulling.forceMove(target)
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/obj/structure/stairs/proc/upperStep(var/turf/T)
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return (T == loc)
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/obj/structure/stairs/CanPass(obj/mover, turf/source, height, airflow)
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return airflow || !density
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// type paths to make mapping easier.
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/obj/structure/stairs/north
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dir = NORTH
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bound_height = 64
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bound_y = -32
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pixel_y = -32
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/obj/structure/stairs/south
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dir = SOUTH
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bound_height = 64
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/obj/structure/stairs/east
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dir = EAST
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bound_width = 64
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bound_x = -32
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pixel_x = -32
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/obj/structure/stairs/west
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dir = WEST
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bound_width = 64
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=======
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icon_state = "ladder11"
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>>>>>>> 47f71b2... Reworks stairs to be sensible (#7783):code/modules/multiz/ladders.dm
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