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Fix Mermaid Water Tiles #2609

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Dec 16, 2024
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9 changes: 5 additions & 4 deletions ModularTegustation/fishing/code/turfs.dm
Original file line number Diff line number Diff line change
Expand Up @@ -331,9 +331,6 @@
/obj/item/food/fish/emulsijack = 5,
)

/turf/open/water/deep/polluted/ObjSink(atom/movable/sinkin_thing)
return TRUE

/* Change this later so that it is not a subtype since the variable is in the deep type.
Safe subtype isnt nessesary since it pre sets safe to TRUE when we can just set it to
true individually.-IP*/
Expand All @@ -342,14 +339,18 @@
* Safe turfs, they wont sink you when you enter them
*/

/turf/open/water/deep/saltwater
density = FALSE

/turf/open/water/deep/saltwater/safe/IsSafe()
return TRUE

/turf/open/water/deep/obsessing_water
safe = TRUE
name = "Obsessing water"
desc = "A strange black and teal water."
icon_state = "obsessing_water"
safe = TRUE
density = FALSE
loot_level1 = list(
/obj/item/stack/sheet/mineral/wood = 30,
/obj/item/food/grown/harebell = 35,
Expand Down
2 changes: 1 addition & 1 deletion lobotomy-corp13.dme
Original file line number Diff line number Diff line change
Expand Up @@ -2373,8 +2373,8 @@
#include "code\modules\jobs\job_types\city\civilian.dm"
#include "code\modules\jobs\job_types\city\doctor.dm"
#include "code\modules\jobs\job_types\city\HHPP.dm"
#include "code\modules\jobs\job_types\city\rat.dm"
#include "code\modules\jobs\job_types\city\prosthetic.dm"
#include "code\modules\jobs\job_types\city\rat.dm"
#include "code\modules\jobs\job_types\city\workshop.dm"
#include "code\modules\jobs\job_types\city\fixer\east.dm"
#include "code\modules\jobs\job_types\city\fixer\north.dm"
Expand Down
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