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Shooting a BSA beam at the SM will make it delaminate (#47748)
* BSA beam delams the SM via a new signal Adds a BSA beam blocker element that blocks bluespace artillery beams. SM and singulo have it. * Shut up Travis * Destroy the singularity when it's BSA'd * No shooting nar-nar with BSA * Removed an incorrect and unhelpful comment
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@@ -36,6 +36,7 @@
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var/mutable_appearance/alert_overlay = mutable_appearance('icons/effects/cult_effects.dmi', "ghostalertsie")
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notify_ghosts("Nar'Sie has risen in \the [A.name]. Reach out to the Geometer to be given a new shell for your soul.", source = src, alert_overlay = alert_overlay, action=NOTIFY_ATTACK)
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INVOKE_ASYNC(src, .proc/narsie_spawn_animation)
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UnregisterSignal(src, COMSIG_ATOM_BSA_BEAM) //set up in /singularity/Initialize()
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/obj/singularity/narsie/large/cult // For the new cult ending, guaranteed to end the round within 3 minutes
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var/list/souls_needed = list()
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@@ -43,7 +43,8 @@
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if(singubeacon.active)
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target = singubeacon
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break
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return
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AddElement(/datum/element/bsa_blocker)
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RegisterSignal(src, COMSIG_ATOM_BSA_BEAM, .proc/bluespace_reaction)
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/obj/singularity/Destroy()
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STOP_PROCESSING(SSobj, src)
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@@ -447,6 +448,10 @@
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qdel(src)
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return(gain)
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/obj/singularity/proc/bluespace_reaction()
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investigate_log("has been shot by bluespace artillery and destroyed.", INVESTIGATE_SINGULO)
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qdel(src)
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/obj/singularity/deadchat_controlled
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move_self = FALSE
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