// explosion logic is in code/controllers/Processes/explosives.dm now /proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, z_transfer = UP|DOWN, is_rec = config.use_recursive_explosions) src = null //so we don't abort once src is deleted var/datum/explosiondata/data = new data.epicenter = epicenter data.devastation_range = devastation_range data.heavy_impact_range = heavy_impact_range data.light_impact_range = light_impact_range data.flash_range = flash_range data.adminlog = adminlog data.z_transfer = z_transfer data.is_rec = is_rec data.rec_pow = max(0,devastation_range) * 2 + max(0,heavy_impact_range) + max(0,light_impact_range) // queue work SSexplosives.queue(data) // == Recursive Explosions stuff == /client/proc/kaboom() var/power = input(src, "power?", "power?") as num var/turf/T = get_turf(src.mob) var/datum/explosiondata/d = new d.is_rec = 1 d.epicenter = T d.rec_pow = power SSexplosives.queue(d) /obj var/explosion_resistance /turf var/explosion_resistance /turf/space explosion_resistance = 3 /turf/simulated/floor explosion_resistance = 1 /turf/simulated/mineral explosion_resistance = 2 /turf/simulated/shuttle/floor explosion_resistance = 1 /turf/simulated/shuttle/floor4 explosion_resistance = 1 /turf/simulated/shuttle/plating explosion_resistance = 1 /turf/simulated/shuttle/wall explosion_resistance = 10 /turf/simulated/wall explosion_resistance = 10