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https://github.com/Aurorastation/Aurora.3.git
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Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -8,6 +8,7 @@
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proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1)
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src = null
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spawn(0)
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var/start = world.timeofday
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epicenter = get_turf(epicenter)
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@@ -39,24 +40,21 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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for(var/turf/T in range(epicenter, max(devastation_range, heavy_impact_range, light_impact_range)))
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var/dist = cheap_pythag(T.x - x0,T.y - y0)
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if(dist < devastation_range)
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dist = 1
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else if(dist < heavy_impact_range)
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dist = 2
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else if(dist < light_impact_range)
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dist = 3
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else
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continue
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else continue
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T.ex_act(dist)
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if(T)
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for(var/atom/object in T.contents)
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object.ex_act(dist)
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for(var/atom_movable in T.contents)
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var/atom/movable/AM = atom_movable
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AM.ex_act(dist)
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//here util we get explosions to be less laggy, might help us identify issues after changes to splosions (because let's face it we've had a few)
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world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [(world.timeofday-start)/10] seconds."
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sleep(10)
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sleep(8)
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if(!lighting_controller.processing) lighting_controller.processing = lighting_controller_was_processing
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if(!powernet_rebuild_was_deferred_already)
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