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Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels) Refactors a bunch of contents_explosions procs to be maybe slightly faster. Cleans up a bunch of ex_act code. Slightly cleaner code A few less unused vars on /atom and /turf
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@@ -470,7 +470,6 @@ SUBSYSTEM_DEF(explosions)
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lowturf = list()
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for(var/thing in low_turf)
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var/turf/turf_thing = thing
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turf_thing.explosion_level = max(turf_thing.explosion_level, EXPLODE_LIGHT)
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turf_thing.ex_act(EXPLODE_LIGHT)
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cost_lowturf = MC_AVERAGE(cost_lowturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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@@ -479,7 +478,6 @@ SUBSYSTEM_DEF(explosions)
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medturf = list()
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for(var/thing in med_turf)
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var/turf/turf_thing = thing
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turf_thing.explosion_level = max(turf_thing.explosion_level, EXPLODE_HEAVY)
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turf_thing.ex_act(EXPLODE_HEAVY)
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cost_medturf = MC_AVERAGE(cost_medturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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@@ -488,7 +486,6 @@ SUBSYSTEM_DEF(explosions)
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highturf = list()
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for(var/thing in high_turf)
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var/turf/turf_thing = thing
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turf_thing.explosion_level = max(turf_thing.explosion_level, EXPLODE_DEVASTATE)
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turf_thing.ex_act(EXPLODE_DEVASTATE)
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cost_highturf = MC_AVERAGE(cost_highturf, TICK_DELTA_TO_MS(TICK_USAGE_REAL - timer))
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