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Aurora.3/code/game/objects/explosion.dm
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Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00

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// 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, spreading = GLOB.config.use_spreading_explosions)
UNLINT(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.spreading = spreading
data.rec_pow = max(0,devastation_range) * 2 + max(0,heavy_impact_range) + max(0,light_impact_range)
// queue work
SSexplosives.queue(data)
//Machines which report explosions.
for(var/thing in GLOB.doppler_arrays)
var/obj/structure/machinery/doppler_array/Array = thing
Array.sense_explosion(epicenter.x,epicenter.y,epicenter.z,devastation_range,heavy_impact_range,light_impact_range)
// == 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.spreading = TRUE
d.epicenter = T
d.rec_pow = power
SSexplosives.queue(d)