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Fixes a bad balloon alert (#95995)
## About The Pull Request I merged a PR and only after noticed it had a bad balloon alert, I'm going back really quick to fix that. ## Why It's Good For The Game ## Changelog Nothing player-facing as it hasn't even hit live yet.
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@@ -207,7 +207,6 @@ GLOBAL_LIST_EMPTY(blob_nodes)
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blob_points = INFINITY
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else
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to_chat(src, span_blob("You've reached critical mass, but something feels terribly wrong, stopping you from expanding further. All you can do now is fight as long as you can..."))
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balloon_alert(src, "victory - expansion over critical mass disabled")
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addtimer(CALLBACK(src, PROC_REF(victory)), 45 SECONDS)
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/// Actually *do* the blob's victory: give them their greentext and, depending on the end_round_on_victory variable, decide if everyone dies or if it's just a jumpscare.
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@@ -164,6 +164,7 @@
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return TRUE
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// If it's not supposed to end the round and it's at the win count, don't make more. (400 tiles is still a lot to fight through...)
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if(!controller.end_round_on_victory && (controller.blobs_legit.len >= controller.blobwincount))
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balloon_alert(controller, "max tiles reached!")
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return FALSE
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// Otherwise, it's probably fine.
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return TRUE
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