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52 lines
1.7 KiB
Plaintext
52 lines
1.7 KiB
Plaintext
// Uncomment this define to check for possible lengthy processing of emp_act()s.
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// If emp_act() takes more than defined deciseconds (1/10 seconds) an admin message and log is created.
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// I do not recommend having this uncommented on main server, it probably causes a bit more lag, espicially with larger EMPs.
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// #define EMPDEBUG 10
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proc/empulse(turf/epicenter, heavy_range, light_range, log=0)
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if(!epicenter) return
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if(!istype(epicenter, /turf))
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epicenter = get_turf(epicenter.loc)
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if(log)
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message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
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log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ")
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if(heavy_range > 1)
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var/obj/effect/overlay/pulse = PoolOrNew(/obj/effect/overlay, epicenter)
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pulse.icon = 'icons/effects/effects.dmi'
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pulse.icon_state = "emppulse"
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pulse.name = "emp pulse"
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pulse.anchored = 1
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spawn(20)
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qdel(pulse)
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if(heavy_range > light_range)
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light_range = heavy_range
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for(var/mob/M in range(heavy_range, epicenter))
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M << 'sound/effects/EMPulse.ogg'
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for(var/atom/T in range(light_range, epicenter))
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#ifdef EMPDEBUG
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var/time = world.timeofday
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#endif
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var/distance = get_dist(epicenter, T)
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if(distance < 0)
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distance = 0
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if(distance < heavy_range)
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T.emp_act(1)
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else if(distance == heavy_range)
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if(prob(50))
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T.emp_act(1)
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else
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T.emp_act(2)
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else if(distance <= light_range)
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T.emp_act(2)
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#ifdef EMPDEBUG
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if((world.timeofday - time) >= EMPDEBUG)
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log_and_message_admins("EMPDEBUG: [T.name] - [T.type] - took [world.timeofday - time]ds to process emp_act()!")
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#endif
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return 1 |