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https://github.com/vgstation-coders/vgstation13.git
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Derp, airlocks without a turf beyond them now suck you out. Can't believe I missed this bit.
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@@ -196,8 +196,14 @@ connection
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del src
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del src
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if(A.zone == zone_B && B.zone == zone_A)
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if(A.zone == zone_B && B.zone == zone_A)
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del src
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var/turf/temp = B
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B = A
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A = temp
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zone_B = B.zone
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zone_A = A.zone
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var/temp_ref = ref_A
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ref_A = ref_B
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ref_B = temp_ref
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return
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return
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if(zone_A)
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if(zone_A)
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@@ -203,7 +203,13 @@ turf
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var/turf/simulated/T = get_step(src,direction)
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var/turf/simulated/T = get_step(src,direction)
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if(air_check_directions&direction) //I can connect air in this direction
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if(air_check_directions&direction) //I can connect air in this direction
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if(!istype(T)) //Space
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if(!istype(T)) //Space
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if(zone)
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if(!CanPass(null, T, 1.5, 1) && CanPass(src, T, 0, 0)) //Normally would block it, instead lets make a connection to it.
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if(zone)
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zone.AddSpace(T)
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else if(!CanPass(src, T, 0, 0)) //I block the air, disconnect from it if connected.
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if(zone && T in zone.space_tiles)
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zone.RemoveSpace(T)
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else if(zone)
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zone.rebuild = 1
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zone.rebuild = 1
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continue
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continue
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else if(!T.CanPass(null, src, 1.5, 1) && !T.CanPass(null, src, 0, 0)) //If I block air, we must look to see if the adjacent turfs need rebuilt.
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else if(!T.CanPass(null, src, 1.5, 1) && !T.CanPass(null, src, 0, 0)) //If I block air, we must look to see if the adjacent turfs need rebuilt.
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