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Baystation Update Merge 01
Mahoosive update. A lot of things.
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@@ -2,7 +2,7 @@
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/obj/machinery/power/emitter
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name = "Emitter"
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desc = "A heavy duty industrial laser"
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desc = "It is a heavy duty industrial laser."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "emitter"
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anchored = 0
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@@ -460,6 +460,7 @@ var/global/list/uneatable = list(
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move_self = 1 //Do we move on our own?
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grav_pull = 10 //How many tiles out do we pull?
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consume_range = 3 //How many tiles out do we eat
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var/last_boom = 0
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/obj/machinery/singularity/narsie/large
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name = "Nar-Sie"
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@@ -490,9 +491,11 @@ var/global/list/uneatable = list(
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return 0
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if (istype(A,/mob/living))//Mobs get gibbed
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A:gib()
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else if(istype(A,/obj/))
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A:ex_act(1.0)
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if(A) del(A)
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else if(istype(A,/obj))
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var/obj/O = A
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machines -= O
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processing_objects -= O
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O.loc = null
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else if(isturf(A))
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var/turf/T = A
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if(T.intact)
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@@ -502,6 +505,9 @@ var/global/list/uneatable = list(
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if(O.invisibility == 101)
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src.consume(O)
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A:ChangeTurf(/turf/space)
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if(last_boom + 100 < world.time && prob(5))
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explosion(loc, -1, -1, -1, 1, 0) //Since we're not exploding everything in consume() toss out an explosion effect every now and again
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last_boom = world.time
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return
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/obj/machinery/singularity/narsie/ex_act() //No throwing bombs at it either. --NEO
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