cleanup of game folder, other fixes
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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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