TG sync Sunday (#201)
* stage one * datums and shit * game stuff * modules * tgstation.dme * tools * these things for icons * compiling fixes * merge spree on TG * other updates * updated maps with deepfryers * My helpers were not helping
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@@ -258,4 +258,4 @@
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if(!wet && wet_time)
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wet_time = 0
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if(wet)
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addtimer(CALLBACK(src, .proc/HandleWet), 15)
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addtimer(CALLBACK(src, .proc/HandleWet), 15, TIMER_UNIQUE)
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@@ -55,7 +55,7 @@
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/turf/open/chasm/proc/drop(atom/movable/AM)
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//Make sure the item is still there after our sleep
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if(!AM || qdeleted(AM))
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if(!AM || QDELETED(AM))
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return
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var/turf/T = locate(drop_x, drop_y, drop_z)
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@@ -84,7 +84,7 @@
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/turf/open/chasm/straight_down/lava_land_surface/drop(atom/movable/AM)
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//Make sure the item is still there after our sleep
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if(!AM || qdeleted(AM))
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if(!AM || QDELETED(AM))
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return
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AM.visible_message("<span class='boldwarning'>[AM] falls into [src]!</span>", "<span class='userdanger'>You stumble and stare into an abyss before you. It stares back, and you fall \
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into the enveloping dark.</span>")
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@@ -96,13 +96,13 @@
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animate(AM, transform = matrix() - matrix(), alpha = 0, color = rgb(0, 0, 0), time = 10)
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for(var/i in 1 to 5)
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//Make sure the item is still there after our sleep
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if(!AM || qdeleted(AM))
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if(!AM || QDELETED(AM))
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return
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AM.pixel_y--
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sleep(2)
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//Make sure the item is still there after our sleep
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if(!AM || qdeleted(AM))
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if(!AM || QDELETED(AM))
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return
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if(iscyborg(AM))
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@@ -199,6 +199,6 @@
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. = ..()
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//Do this *after* the turf has changed as qdel in spacevines will call changeturf again if it hasn't
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for(var/obj/structure/spacevine/SV in src)
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if(!qdestroying(SV))//Helps avoid recursive loops
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if(!QDESTROYING(SV))//Helps avoid recursive loops
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qdel(SV)
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UpdateAffectingLights()
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@@ -21,7 +21,7 @@
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var/explosion_level = 0 //for preventing explosion dodging
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var/explosion_id = 0
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var/list/decals
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/turf/New()
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@@ -426,8 +426,6 @@
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return T
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/turf/handle_fall(mob/faller, forced)
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if(!faller)
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return
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faller.lying = pick(90, 270)
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if(!forced)
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return
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