nukes the SpawnTerrain proc used for tg geysers
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@@ -149,8 +149,6 @@
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var/list/megafauna_spawn_list
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/// Flora that can spawn in the tunnel, weighted list
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var/list/flora_spawn_list
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/// Terrain that can spawn in the tunnel, weighted list.
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var/list/terrain_spawn_list
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/// Turf type to choose when spawning in tunnel at 1% chance, weighted list
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var/list/choose_turf_type
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/// if the tunnel should keep being created
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@@ -207,7 +205,6 @@
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/mob/living/simple_animal/hostile/asteroid/hivelord/legion/snow = 50, /mob/living/simple_animal/hostile/asteroid/goldgrub = 10)
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flora_spawn_list = list(/obj/structure/flora/tree/pine = 2, /obj/structure/flora/grass/both = 12)
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terrain_spawn_list = list()
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data_having_type = /turf/open/floor/plating/asteroid/airless/cave/snow/has_data
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turf_type = /turf/open/floor/plating/asteroid/snow/icemoon
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choose_turf_type = list(/turf/open/floor/plating/asteroid/snow/icemoon = 19, /turf/open/floor/plating/ice/icemoon = 1)
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@@ -334,11 +331,9 @@
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turf_type = pickweight(choose_turf_type)
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if(turf_type == initial(turf_type)) // Don't spawn different turf types under flora or terrain
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var/spawned_flora = FALSE
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var/spawned_terrain = FALSE
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if(is_mining_level(z))
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spawned_flora = SpawnFlora(T)
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spawned_terrain = SpawnTerrain(T)
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if(!spawned_flora && !spawned_terrain) // no rocks beneath mob spawners / mobs.
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if(!spawned_flora) // no rocks beneath mob spawners / mobs.
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SpawnMonster(T)
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T.ChangeTurf(turf_type, null, CHANGETURF_IGNORE_AIR)
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@@ -393,13 +388,6 @@
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new randumb(T)
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return TRUE
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/turf/open/floor/plating/asteroid/airless/cave/proc/SpawnTerrain(turf/T)
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if(prob(1))
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if(istype(loc, /area/mine/explored) || istype(loc, /area/lavaland/surface/outdoors/explored))
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return
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var/randumb = pickweight(terrain_spawn_list)
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new randumb(T)
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/turf/open/floor/plating/asteroid/snow
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gender = PLURAL
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name = "snow"
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