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Ports the radiation subsystem and cleans up damage flags. (#15715)
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@@ -168,7 +168,7 @@
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else if(istype(W,/obj/item))
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var/obj/item/I = W
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(I.damtype == BRUTE || I.damtype == BURN)
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if(I.damtype == DAMAGE_BRUTE || I.damtype == DAMAGE_BURN)
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if(I.force < 10)
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user.visible_message("<span class='danger'>\The [user] hits \the [src] with \the [I] with no visible effect.</span>")
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else
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@@ -211,7 +211,7 @@
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if(!material.radioactivity)
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return
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for(var/mob/living/L in range(1,src))
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L.apply_damage(round(material.radioactivity/3),IRRADIATE, damage_flags = DAM_DISPERSED)
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L.apply_damage(round(material.radioactivity/3),DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED)
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/obj/structure/simple_door/iron/New(var/newloc,var/material_name, var/complexity)
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..(newloc, MATERIAL_IRON, complexity)
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