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https://github.com/Aurorastation/Aurora.3.git
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Lemurian Sea (#22686)
changes: - refactor: "Refactors Gravity Generator UI from HTML to TGUI." - rscadd: "Adds sector-based modifier var 'overmap_hazards_multiplier' for generating total overmap hazard count." - soundadd: "Adds new Lemurian Sea 'welcome' announcements." - rscadd: "Added Lemurian Sea gravitic anomalies as overmap hazards and random events." - rscadd: "Adds ADPI/The Voices." - rscadd: "Adds ADPI Panel for modmins to send ADPI messages to a single character or all characters from their respective pools, or custom messages." - balance: "Vaurca Hivenet communication, the Hivenet Manifest, and Hivenet Echoes are now disabled while the ship is in Lemurian Sea sectors."
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@@ -16,12 +16,12 @@
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/obj/effect/plastic_explosive/Initialize(var/atom/owner_pos, var/atom/target, var/obj/item/plastique/c4)
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. = ..()
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parent = c4
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parent.effect_overlay = src
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parent.forceMove(src)
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name = parent.name
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desc = parent.desc
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set_position(get_dir(src, target))
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if(parent)
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parent = c4
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parent.forceMove(src)
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name = parent.name
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desc = parent.desc
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set_position(get_dir(src, target))
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/obj/effect/plastic_explosive/Destroy()
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QDEL_NULL(parent)
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@@ -4,7 +4,7 @@
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icon = 'icons/obj/lighting.dmi'
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anchored = TRUE
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light_system = MOVABLE_LIGHT
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light_range = 3
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light_range = 1.6 // LEMURIAN SEA, AFTER ARC RESTORE TO 3
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/obj/item/hullbeacon/Initialize()
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. = ..()
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@@ -15,7 +15,6 @@
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var/timer = 300
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var/atom/target = null
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var/open_panel = 0
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var/obj/effect/plastic_explosive/effect_overlay
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/// Type of plastic explosive effect created on the obj we attack.
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var/plastic_explosive_type = /obj/effect/plastic_explosive
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@@ -49,6 +48,8 @@
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/obj/item/plastique/Destroy()
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qdel(wires)
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wires = null
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qdel(target)
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target = null
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return ..()
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/obj/item/plastique/attackby(obj/item/attacking_item, mob/user)
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@@ -120,7 +121,6 @@
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target = get_atom_on_turf(src)
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if(!target)
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target = src
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QDEL_NULL(effect_overlay)
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if(location)
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explosion(location, devastation_range, heavy_impact_range, light_impact_range, 3, spreading = 0)
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@@ -218,15 +218,16 @@
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if(in_use)
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var/is_in_use = 0
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var/list/nearby = viewers(1, src)
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var/datum/tgui/ui
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for(var/mob/M in nearby)
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if ((M.client && M.machine == src))
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is_in_use = 1
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src.attack_hand(M)
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if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
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if (!(usr in nearby))
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if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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if(M.client)
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if(SStgui.try_update_ui(M, src, ui))
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is_in_use = 1
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src.attack_ai(usr)
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if(istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot))
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if(!(usr in nearby))
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if(usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
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is_in_use = 1
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ui = SStgui.try_update_ui(usr, src, ui)
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in_use = is_in_use
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/obj/proc/updateDialog()
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