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the codex astartes is sad that this maneuver is being nerfed (#40491)
Fixes #40486 cl MrDoomBringer fix: Supplypods no longer detonate their contents /cl I did this by adding a return value to the atom/contents_explosion() proc. If the proc is overridden, it should return null. This is then checked in explosion.dm to see if the contents have been properly exploded. If they havent (if contents_explosion() returns true), then explosion.dm handles it manually. There might be a better way to go about this, if there is please let me know
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@@ -92,7 +92,6 @@
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/obj/structure/closet/supplypod/proc/preOpen() //Called before the open() proc. Handles anything that occurs right as the pod lands.
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var/turf/T = get_turf(src)
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var/list/B = explosionSize //Mostly because B is more readable than explosionSize :p
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var/boomTotal = 0 //A counter used to check if the explosion does nothing
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if (landingSound)
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playsound(get_turf(src), landingSound, soundVolume, 0, 0)
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for (var/mob/living/M in T)
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@@ -108,10 +107,7 @@
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M.gib() //After adjusting the fuck outta that brute loss we finish the job with some satisfying gibs
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M.adjustBruteLoss(damage)
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for (var/i in B)
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boomTotal += i //Count up all the values of the explosion
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if (boomTotal != 0) //If the explosion list isn't all zeroes, call an explosion
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if (B[1] || B[2] || B[3] || B[4]) //If the explosion list isn't all zeroes, call an explosion
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explosion(get_turf(src), B[1], B[2], B[3], flame_range = B[4], silent = effectQuiet, ignorecap = istype(src, /obj/structure/closet/supplypod/centcompod)) //less advanced equipment than bluespace pod, so larger explosion when landing
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else if (!effectQuiet) //If our explosion list IS all zeroes, we still make a nice explosion sound (unless the effectQuiet var is true)
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playsound(src, "explosion", landingSound ? 15 : 80, 1)
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