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Grav Gen fix, zero-g inertial drift fix (throwing works again) (#21074)
Weird ephemeral behavior. Previous debugging of this never got anywhere because for some reason, the gravgen var/list localareas would not populate. Changing method suddenly made zero-g work perfectly: momentum is back, throwing objects to move in the opposite direction works, etc. Definitely one for test merge since I'm not sure WHY its working perfectly again in local tests with this change.
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@@ -381,9 +381,9 @@
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set_state(0)
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else
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if(charging_state == POWER_UP)
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charge_count += 2
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charge_count += rand(1,5)
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else if(charging_state == POWER_DOWN)
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charge_count -= 2
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charge_count -= rand(1,5)
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if(charge_count % 4 == 0 && prob(75)) // Let them know it is charging/discharging.
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playsound(src.loc, 'sound/effects/EMPulse.ogg', 100, 1)
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@@ -418,8 +418,7 @@
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current_overlay = overlay_state
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/obj/machinery/gravity_generator/main/proc/pulse_radiation(var/amount = 20)
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for(var/mob/living/L in view(7, src))
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L.apply_damage(amount, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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SSradiation.radiate(src, amount)
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// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
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/obj/machinery/gravity_generator/main/proc/shake_everyone()
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@@ -463,7 +462,7 @@
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linked.gravity_generator = src
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/obj/machinery/gravity_generator/main/proc/updateareas()
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for(var/area/A in get_sorted_areas())
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for(var/area/A in GLOB.the_station_areas)
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if(!(get_area_type(A) == AREA_STATION))
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continue
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localareas += A
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