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yahar should fix being sucked or blown away from a zone you're nowhere near anymore.
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@@ -117,7 +117,7 @@ obj/item/check_airflow_movable(n)
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//Zones A and B are air zones. n represents the amount of air moved.
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//Zones A and B are air zones. n represents the amount of air moved.
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proc/Airflow(zone/A, zone/B)
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proc/Airflow(zone/A, zone/B)
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set background = 1
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var/n = B.air.return_pressure() - A.air.return_pressure()
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var/n = B.air.return_pressure() - A.air.return_pressure()
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//Don't go any further if n is lower than the lowest value needed for airflow.
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//Don't go any further if n is lower than the lowest value needed for airflow.
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@@ -139,6 +139,7 @@ proc/Airflow(zone/A, zone/B)
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connected_turfs |= C.B
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connected_turfs |= C.B
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//Get lists of things that can be thrown across the room for each zone (assumes air is moving from zone B to zone A)
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//Get lists of things that can be thrown across the room for each zone (assumes air is moving from zone B to zone A)
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spawn()
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var/list/air_sucked = B.movables()
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var/list/air_sucked = B.movables()
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var/list/air_repelled = A.movables()
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var/list/air_repelled = A.movables()
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if(n < 0)
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if(n < 0)
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@@ -169,7 +170,7 @@ proc/Airflow(zone/A, zone/B)
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M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
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M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
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spawn M.GotoAirflowDest(abs(n)/5)
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M.GotoAirflowDest(abs(n)/5)
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//Do it again for the stuff in the other zone, making it fly away.
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//Do it again for the stuff in the other zone, making it fly away.
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for(var/atom/movable/M in air_repelled)
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for(var/atom/movable/M in air_repelled)
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@@ -195,7 +196,7 @@ proc/Airflow(zone/A, zone/B)
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spawn M.RepelAirflowDest(abs(n)/5)
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spawn M.RepelAirflowDest(abs(n)/5)
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proc/AirflowSpace(zone/A)
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proc/AirflowSpace(zone/A)
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spawn()
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//The space version of the Airflow(A,B,n) proc.
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//The space version of the Airflow(A,B,n) proc.
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var/n = A.air.return_pressure()
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var/n = A.air.return_pressure()
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@@ -226,8 +227,7 @@ proc/AirflowSpace(zone/A)
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if(!M.airflow_speed)
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if(!M.airflow_speed)
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M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
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M.airflow_dest = pick(close_turfs) //Pick a random midpoint to fly towards.
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spawn
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M.GotoAirflowDest(n/10)
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if(M) M.GotoAirflowDest(n/10)
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//Sometimes shit breaks, and M isn't there after the spawn.
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//Sometimes shit breaks, and M isn't there after the spawn.
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*/
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*/
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@@ -85,7 +85,8 @@ Class Procs:
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/connection_edge/proc/tick()
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/connection_edge/proc/tick()
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/connection_edge/proc/flow(list/movable, differential, repelled)
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/connection_edge/proc/flow(list/movable, differential, repelled, flipped = 0)
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//Flipped tells us if we are going from A to B or from B to A.
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if(!zas_settings.Get(/datum/ZAS_Setting/airflow_push))
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if(!zas_settings.Get(/datum/ZAS_Setting/airflow_push))
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return
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return
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for(var/atom/movable/M in movable)
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for(var/atom/movable/M in movable)
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@@ -115,8 +116,18 @@ Class Procs:
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if(M)
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if(M)
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if(repelled)
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if(repelled)
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if(flipped)
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if(!(M.loc in src:A.contents))
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continue
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else if(!(M.loc in src:B.contents))
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continue
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M.RepelAirflowDest(differential/5)
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M.RepelAirflowDest(differential/5)
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else
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else
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if(flipped)
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if(!(M.loc in src:B.contents))
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continue
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else if(!(M.loc in src:A.contents))
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continue
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M.GotoAirflowDest(differential/10)
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M.GotoAirflowDest(differential/10)
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@@ -176,15 +187,17 @@ Class Procs:
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var/list/attracted
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var/list/attracted
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var/list/repelled
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var/list/repelled
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var/flipped = 0
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if(differential > 0)
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if(differential > 0)
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attracted = A.movables()
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attracted = A.movables()
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repelled = B.movables()
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repelled = B.movables()
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else
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else
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flipped = 1
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attracted = B.movables()
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attracted = B.movables()
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repelled = A.movables()
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repelled = A.movables()
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flow(attracted, abs(differential), 0)
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flow(attracted, abs(differential), 0, flipped)
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flow(repelled, abs(differential), 1)
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flow(repelled, abs(differential), 1, flipped)
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//Helper proc to get connections for a zone.
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//Helper proc to get connections for a zone.
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/connection_edge/zone/proc/get_connected_zone(zone/from)
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/connection_edge/zone/proc/get_connected_zone(zone/from)
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