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Merge pull request #1808 from RobRichards1997/17/11/2013-Turret_Runtime_Fix
Fixes Turret/Atom Moveable Explosion Runtime [BUGFIX]
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@@ -99,20 +99,29 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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else if(dist < light_impact_range) dist = 3
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else dist = 0
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if(flame_dist && prob(40) && !istype(T, /turf/space))
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new /obj/effect/hotspot(T) //Mostly for ambience!
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hotspot_exists = 1
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if(dist)
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T.ex_act(dist)
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//------- TURF FIRES -------\\
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if(T)
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if(flame_dist && prob(40) && !istype(T, /turf/space))
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new/obj/effect/hotspot(T) //Mostly for ambience!
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hotspot_exists = 1
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if(dist)
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T.ex_act(dist)
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//------- THINGS IN TURFS FIRES -------\\
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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if(flame_dist)
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if(isliving(AM) && !hotspot_exists && !istype(T, /turf/space))
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new /obj/effect/hotspot(AM.loc)
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//Just in case we missed a mob while they were in flame_range, but a hotspot didn't spawn on them, otherwise it looks weird when you just burst into flame out of nowhere
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if(dist)
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AM.ex_act(dist)
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if(AM) //Something is inside T (We have already checked T exists above) - RR
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if(flame_dist) //if it has flame distance, run this - RR
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if(isliving(AM) && !hotspot_exists && !istype(T, /turf/space))
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new /obj/effect/hotspot(AM.loc)
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//Just in case we missed a mob while they were in flame_range, but a hotspot didn't spawn on them, otherwise it looks weird when you just burst into flame out of nowhere
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if(dist) //if no flame_dist, run this - RR
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AM.ex_act(dist)
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var/took = (world.timeofday-start)/10
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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