cleanup of game folder, other fixes
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@@ -109,14 +109,17 @@
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/turf/open/floor/engine/cult
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name = "engraved floor"
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desc = "The air hangs heavy over this sinister flooring."
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icon_state = "plating"
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var/obj/effect/clockwork/overlay/floor/bloodcult/realappearence
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CanAtmosPass = ATMOS_PASS_NO
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var/obj/effect/clockwork/overlay/floor/bloodcult/realappearance
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/turf/open/floor/engine/cult/Initialize()
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. = ..()
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new /obj/effect/temp_visual/cult/turf/floor(src)
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realappearence = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
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realappearence.linked = src
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realappearance = new /obj/effect/clockwork/overlay/floor/bloodcult(src)
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realappearance.linked = src
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/turf/open/floor/engine/cult/Destroy()
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be_removed()
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@@ -128,8 +131,8 @@
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return ..()
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/turf/open/floor/engine/cult/proc/be_removed()
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qdel(realappearence)
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realappearence = null
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qdel(realappearance)
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realappearance = null
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/turf/open/floor/engine/cult/ratvar_act()
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. = ..()
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@@ -7,11 +7,15 @@
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/proc/spawn_rivers(target_z, nodes = 4, turf_type = /turf/open/lava/smooth/lava_land_surface, whitelist_area = /area/lavaland/surface/outdoors, min_x = RANDOM_LOWER_X, min_y = RANDOM_LOWER_Y, max_x = RANDOM_UPPER_X, max_y = RANDOM_UPPER_Y)
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var/list/river_nodes = list()
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var/num_spawned = 0
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while(num_spawned < nodes)
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var/turf/F = locate(rand(min_x, max_x), rand(min_y, max_y), target_z)
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river_nodes += new /obj/effect/landmark/river_waypoint(F)
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num_spawned++
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var/list/possible_locs = block(locate(min_x, min_y, target_z), locate(max_x, max_y, target_z))
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while(num_spawned < nodes && possible_locs.len)
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var/turf/T = pick(possible_locs)
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var/area/A = get_area(T)
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if(!istype(A, whitelist_area) || (T.flags_1 & NO_LAVA_GEN_1))
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possible_locs -= T
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else
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river_nodes += new /obj/effect/landmark/river_waypoint(T)
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num_spawned++
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//make some randomly pathing rivers
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for(var/A in river_nodes)
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@@ -43,7 +47,7 @@
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cur_turf = get_step(cur_turf, cur_dir)
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var/area/new_area = get_area(cur_turf)
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if(!istype(new_area, whitelist_area)) //Rivers will skip ruins
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if(!istype(new_area, whitelist_area) || (cur_turf.flags_1 & NO_LAVA_GEN_1)) //Rivers will skip ruins
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detouring = 0
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cur_dir = get_dir(cur_turf, target_turf)
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cur_turf = get_step(cur_turf, cur_dir)
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@@ -71,7 +75,7 @@
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for(var/F in RANGE_TURFS(1, src) - src)
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var/turf/T = F
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var/area/new_area = get_area(T)
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if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/open/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)))
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if(!T || (T.density && !ismineralturf(T)) || istype(T, /turf/open/indestructible) || (whitelisted_area && !istype(new_area, whitelisted_area)) || (T.flags_1 & NO_LAVA_GEN_1) )
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continue
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if(!logged_turf_type && ismineralturf(T))
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@@ -57,23 +57,24 @@
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girder_type = /obj/structure/destructible/clockwork/wall_gear
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baseturfs = /turf/open/floor/clockwork/reebe
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var/heated
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var/obj/effect/clockwork/overlay/wall/realappearence
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var/obj/effect/clockwork/overlay/wall/realappearance
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/turf/closed/wall/clockwork/Initialize()
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. = ..()
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new /obj/effect/temp_visual/ratvar/wall(src)
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new /obj/effect/temp_visual/ratvar/beam(src)
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realappearence = new /obj/effect/clockwork/overlay/wall(src)
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realappearence.linked = src
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realappearance = new /obj/effect/clockwork/overlay/wall(src)
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realappearance.linked = src
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/turf/closed/wall/clockwork/Destroy()
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if(realappearence)
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qdel(realappearence)
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realappearence = null
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if(realappearance)
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qdel(realappearance)
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realappearance = null
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if(heated)
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var/mob/camera/eminence/E = get_eminence()
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if(E)
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E.superheated_walls--
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return ..()
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/turf/closed/wall/clockwork/ReplaceWithLattice()
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@@ -136,14 +137,14 @@
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heated = TRUE
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hardness = -100 //Lower numbers are tougher, so this makes the wall essentially impervious to smashing
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slicing_duration = 150
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animate(realappearence, color = "#FFC3C3", time = 5)
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animate(realappearance, color = "#FFC3C3", time = 5)
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else
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name = initial(name)
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visible_message("<span class='notice'>[src] cools down.</span>")
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heated = FALSE
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hardness = initial(hardness)
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slicing_duration = initial(slicing_duration)
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animate(realappearence, color = initial(realappearence.color), time = 25)
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animate(realappearance, color = initial(realappearance.color), time = 25)
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/turf/closed/wall/vault
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