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https://github.com/Bubberstation/Bubberstation.git
synced 2026-07-20 20:45:28 +01:00
MY CODE QUALITY IS BASED ON WHAT I'M MESSING WITH
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@@ -9,6 +9,7 @@
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density = 0
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anchored = 1
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luminosity = 3
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var/movechance = 70
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var/obj/item/device/assembly/signaler/anomaly/aSignal = null
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/obj/effect/anomaly/New()
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@@ -22,16 +23,13 @@
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/obj/effect/anomaly/proc/anomalyEffect()
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if(prob(70))
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if(prob(movechance))
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step(src,pick(alldirs))
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/obj/effect/anomaly/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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else
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return
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if(severity == 1)
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qdel(src)
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/obj/effect/anomaly/proc/anomalyNeutralize()
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PoolOrNew(/obj/effect/particle_effect/smoke/bad, loc)
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@@ -112,7 +110,7 @@
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mobShock(M)
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/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
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if(canshock && isliving(M))
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if(canshock && istype(M))
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canshock = 0 //Just so you don't instakill yourself if you slam into the anomaly five times in a second.
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if(iscarbon(M))
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if(ishuman(M))
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