woo yeah yeah woo
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/turf/open/transparent
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baseturfs = /turf/open/transparent/openspace
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intact = FALSE //this means wires go on top
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/turf/open/transparent/Initialize() // handle plane and layer here so that they don't cover other obs/turfs in Dream Maker
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. = ..()
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plane = OPENSPACE_PLANE
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layer = OPENSPACE_LAYER
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return INITIALIZE_HINT_LATELOAD
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/turf/open/transparent/LateInitialize()
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update_multiz(TRUE, TRUE)
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/turf/open/transparent/Destroy()
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vis_contents.len = 0
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return ..()
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/turf/open/transparent/update_multiz(prune_on_fail = FALSE, init = FALSE)
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. = ..()
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var/turf/T = below()
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if(!T)
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vis_contents.len = 0
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if(!show_bottom_level() && prune_on_fail) //If we cant show whats below, and we prune on fail, change the turf to plating as a fallback
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ChangeTurf(/turf/open/floor/plating, flags = CHANGETURF_INHERIT_AIR)
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return FALSE
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if(init)
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vis_contents += T
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return TRUE
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/turf/open/transparent/multiz_turf_del(turf/T, dir)
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if(dir != DOWN)
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return
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update_multiz()
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/turf/open/transparent/multiz_turf_new(turf/T, dir)
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if(dir != DOWN)
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return
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update_multiz()
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///Called when there is no real turf below this turf
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/turf/open/transparent/proc/show_bottom_level()
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var/turf/path = SSmapping.level_trait(z, ZTRAIT_BASETURF) || /turf/open/space
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if(!ispath(path))
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path = text2path(path)
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if(!ispath(path))
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warning("Z-level [z] has invalid baseturf '[SSmapping.level_trait(z, ZTRAIT_BASETURF)]'")
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path = /turf/open/space
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var/mutable_appearance/underlay_appearance = mutable_appearance(initial(path.icon), initial(path.icon_state), layer = TURF_LAYER, plane = PLANE_SPACE)
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underlays += underlay_appearance
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return TRUE
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/turf/open/transparent/glass
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name = "Glass floor"
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desc = "Dont jump on it, or do, I'm not your mom."
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icon = 'icons/turf/floors/glass.dmi'
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icon_state = "floor_glass"
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smooth = SMOOTH_MORE
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canSmoothWith = list(/turf/open/transparent/glass, /turf/open/transparent/glass/reinforced)
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footstep = FOOTSTEP_PLATING
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barefootstep = FOOTSTEP_HARD_BAREFOOT
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clawfootstep = FOOTSTEP_HARD_CLAW
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heavyfootstep = FOOTSTEP_GENERIC_HEAVY
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/turf/open/transparent/glass/Initialize()
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icon_state = "" //Prevent the normal icon from appearing behind the smooth overlays
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return ..()
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/turf/open/transparent/glass/reinforced
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name = "Reinforced glass floor"
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desc = "Do jump on it, it can take it."
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icon = 'icons/turf/floors/reinf_glass.dmi'
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