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* Refactor /turf/var/intact (#62331) Turfs have a variable, intact, which conflates three meanings: Determining whether there's something that can be pried out, such as directly with a crowbar or indirectly with a tile stack and a crowbar off-hand. Determining whether underfloor pieces are visible. Determining whether underfloor pieces can be interacted with - by players with tools, through interaction with effects like chemical acid, or foam. When plating is hit with a stack of tiles, /turf/open/floor/attackby checks whether the turf is intact, and if so, ends the attack chain regardless of whether or not the attempt to hotswap a turf (with a crowbar) is successful or not. However, turfs which want the underfloor to be visible - such as catwalks and glass - set the intact variable to FALSE, and so can be repeatedly placed over one another, as if they were the first tile to be placed over the plating. This refactors /turf/var/intact into two distinct variables: /turf/var/overfloor_placed, for whether or not there is something over plating. /turf/var/underfloor_visible, for whether or not the various underfloor pieces should be invisible, visible, or both visible and interactable. All references to /turf/var/intact have been replaced with an equivalent overfloor_placed or underfloor_visible reference, depending on which check is appropriate. underfloor_accessibility can take one of UNDERFLOOR_HIDDEN, UNDERFLOOR_VISIBLE, or UNDERFLOOR_INTERACTABLE. This prevents cases such as acid foam or tools phasing through glass floors to affect the underfloor pieces underneath, and covers all kinds of unusual, not-wiring-visiblity usage such as Holodeck completeness, Revenant interaction, or station integrity checking. * Refactor /turf/var/intact * Thank Co-authored-by: esainane <esainane+github@gmail.com> Co-authored-by: Funce <funce.973@gmail.com>
426 lines
12 KiB
Plaintext
426 lines
12 KiB
Plaintext
//Anomalies, used for events. Note that these DO NOT work by themselves; their procs are called by the event datum.
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/// Chance of taking a step per second
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#define ANOMALY_MOVECHANCE 45
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/obj/effect/anomaly
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name = "anomaly"
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desc = "A mysterious anomaly, seen commonly only in the region of space that the station orbits..."
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icon_state = "bhole3"
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density = FALSE
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anchored = TRUE
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light_range = 3
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var/obj/item/assembly/signaler/anomaly/aSignal = /obj/item/assembly/signaler/anomaly
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var/area/impact_area
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var/lifespan = 990
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var/death_time
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var/countdown_colour
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var/obj/effect/countdown/anomaly/countdown
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/// Do we drop a core when we're neutralized?
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var/drops_core = TRUE
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/obj/effect/anomaly/Initialize(mapload, new_lifespan, drops_core = TRUE)
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. = ..()
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SSpoints_of_interest.make_point_of_interest(src)
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START_PROCESSING(SSobj, src)
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impact_area = get_area(src)
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if (!impact_area)
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return INITIALIZE_HINT_QDEL
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src.drops_core = drops_core
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aSignal = new aSignal(src)
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aSignal.code = rand(1,100)
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aSignal.anomaly_type = type
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var/frequency = rand(MIN_FREE_FREQ, MAX_FREE_FREQ)
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if(ISMULTIPLE(frequency, 2))//signaller frequencies are always uneven!
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frequency++
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aSignal.set_frequency(frequency)
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if(new_lifespan)
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lifespan = new_lifespan
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death_time = world.time + lifespan
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countdown = new(src)
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if(countdown_colour)
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countdown.color = countdown_colour
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countdown.start()
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/obj/effect/anomaly/process(delta_time)
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anomalyEffect(delta_time)
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if(death_time < world.time)
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if(loc)
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detonate()
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qdel(src)
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/obj/effect/anomaly/Destroy()
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STOP_PROCESSING(SSobj, src)
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QDEL_NULL(countdown)
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if(aSignal)
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QDEL_NULL(aSignal)
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return ..()
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/obj/effect/anomaly/proc/anomalyEffect(delta_time)
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if(DT_PROB(ANOMALY_MOVECHANCE, delta_time))
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step(src,pick(GLOB.alldirs))
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/obj/effect/anomaly/proc/detonate()
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return
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/obj/effect/anomaly/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE)
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qdel(src)
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/obj/effect/anomaly/proc/anomalyNeutralize()
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new /obj/effect/particle_effect/smoke/bad(loc)
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if(drops_core)
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aSignal.forceMove(drop_location())
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aSignal = null
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// else, anomaly core gets deleted by qdel(src).
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qdel(src)
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/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
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if(I.tool_behaviour == TOOL_ANALYZER)
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to_chat(user, span_notice("Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code]."))
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///////////////////////
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/atom/movable/warp_effect
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plane = GRAVITY_PULSE_PLANE
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appearance_flags = PIXEL_SCALE // no tile bound so you can see it around corners and so
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icon = 'icons/effects/light_overlays/light_352.dmi'
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icon_state = "light"
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pixel_x = -176
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pixel_y = -176
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/obj/effect/anomaly/grav
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name = "gravitational anomaly"
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icon_state = "shield2"
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density = FALSE
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aSignal = /obj/item/assembly/signaler/anomaly/grav
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var/boing = 0
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///Warp effect holder for displacement filter to "pulse" the anomaly
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var/atom/movable/warp_effect/warp
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/obj/effect/anomaly/grav/Initialize(mapload, new_lifespan, drops_core)
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. = ..()
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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warp = new(src)
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vis_contents += warp
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/obj/effect/anomaly/grav/Destroy()
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vis_contents -= warp
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warp = null
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return ..()
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/obj/effect/anomaly/grav/anomalyEffect(delta_time)
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..()
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boing = 1
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for(var/obj/O in orange(4, src))
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if(!O.anchored)
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step_towards(O,src)
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for(var/mob/living/M in range(0, src))
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gravShock(M)
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for(var/mob/living/M in orange(4, src))
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if(!M.mob_negates_gravity())
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step_towards(M,src)
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for(var/obj/O in range(0,src))
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if(!O.anchored)
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if(isturf(O.loc))
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var/turf/T = O.loc
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if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(O, TRAIT_T_RAY_VISIBLE))
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continue
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var/mob/living/target = locate() in view(4,src)
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if(target && !target.stat)
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O.throw_at(target, 5, 10)
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//anomaly quickly contracts then slowly expands it's ring
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animate(warp, time = delta_time*3, transform = matrix().Scale(0.5,0.5))
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animate(time = delta_time*7, transform = matrix())
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/obj/effect/anomaly/grav/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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gravShock(AM)
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/obj/effect/anomaly/grav/Bump(atom/A)
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gravShock(A)
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/obj/effect/anomaly/grav/Bumped(atom/movable/AM)
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gravShock(AM)
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/obj/effect/anomaly/grav/proc/gravShock(mob/living/A)
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if(boing && isliving(A) && !A.stat)
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A.Paralyze(40)
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var/atom/target = get_edge_target_turf(A, get_dir(src, get_step_away(A, src)))
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A.throw_at(target, 5, 1)
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boing = 0
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/obj/effect/anomaly/grav/high
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var/grav_field
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/obj/effect/anomaly/grav/high/Initialize(mapload, new_lifespan)
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. = ..()
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INVOKE_ASYNC(src, .proc/setup_grav_field)
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/obj/effect/anomaly/grav/high/proc/setup_grav_field()
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grav_field = make_field(/datum/proximity_monitor/advanced/gravity, list("current_range" = 7, "host" = src, "gravity_value" = rand(0,3)))
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/obj/effect/anomaly/grav/high/Destroy()
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QDEL_NULL(grav_field)
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. = ..()
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/////////////////////
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/obj/effect/anomaly/flux
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name = "flux wave anomaly"
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icon_state = "electricity2"
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density = TRUE
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aSignal = /obj/item/assembly/signaler/anomaly/flux
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var/canshock = FALSE
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var/shockdamage = 20
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var/explosive = TRUE
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/obj/effect/anomaly/flux/Initialize(mapload, new_lifespan, drops_core = TRUE, _explosive = TRUE)
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. = ..()
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explosive = _explosive
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var/static/list/loc_connections = list(
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COMSIG_ATOM_ENTERED = .proc/on_entered,
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)
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AddElement(/datum/element/connect_loc, loc_connections)
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/obj/effect/anomaly/flux/anomalyEffect()
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..()
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canshock = TRUE
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for(var/mob/living/M in range(0, src))
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mobShock(M)
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/obj/effect/anomaly/flux/update_overlays()
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. = ..()
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. += emissive_appearance(icon, icon_state, alpha=src.alpha)
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/obj/effect/anomaly/flux/proc/on_entered(datum/source, atom/movable/AM)
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SIGNAL_HANDLER
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mobShock(AM)
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/obj/effect/anomaly/flux/Bump(atom/A)
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mobShock(A)
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/obj/effect/anomaly/flux/Bumped(atom/movable/AM)
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mobShock(AM)
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/obj/effect/anomaly/flux/proc/mobShock(mob/living/M)
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if(canshock && istype(M))
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canshock = FALSE
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M.electrocute_act(shockdamage, name, flags = SHOCK_NOGLOVES)
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/obj/effect/anomaly/flux/detonate()
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if(explosive)
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explosion(src, devastation_range = 1, heavy_impact_range = 4, light_impact_range = 16, flash_range = 18) //Low devastation, but hits a lot of stuff.
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else
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new /obj/effect/particle_effect/sparks(loc)
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/////////////////////
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/obj/effect/anomaly/bluespace
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name = "bluespace anomaly"
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icon = 'icons/obj/guns/projectiles.dmi'
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icon_state = "bluespace"
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density = TRUE
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aSignal = /obj/item/assembly/signaler/anomaly/bluespace
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/obj/effect/anomaly/bluespace/anomalyEffect()
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..()
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for(var/mob/living/M in range(1,src))
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do_teleport(M, locate(M.x, M.y, M.z), 4, channel = TELEPORT_CHANNEL_BLUESPACE)
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/obj/effect/anomaly/bluespace/Bumped(atom/movable/AM)
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if(isliving(AM))
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do_teleport(AM, locate(AM.x, AM.y, AM.z), 8, channel = TELEPORT_CHANNEL_BLUESPACE)
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/obj/effect/anomaly/bluespace/detonate()
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var/turf/T = pick(get_area_turfs(impact_area))
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if(T)
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// Calculate new position (searches through beacons in world)
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var/obj/item/beacon/chosen
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var/list/possible = list()
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for(var/obj/item/beacon/W in GLOB.teleportbeacons)
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possible += W
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if(possible.len > 0)
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chosen = pick(possible)
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if(chosen)
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// Calculate previous position for transition
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var/turf/FROM = T // the turf of origin we're travelling FROM
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var/turf/TO = get_turf(chosen) // the turf of origin we're travelling TO
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playsound(TO, 'sound/effects/phasein.ogg', 100, TRUE)
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priority_announce("Massive bluespace translocation detected.", "Anomaly Alert", ANNOUNCER_MASSIVEBSPACEANOMALIES) //SKYRAT EDIT CHANGE
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var/list/flashers = list()
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for(var/mob/living/carbon/C in viewers(TO, null))
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if(C.flash_act())
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flashers += C
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var/y_distance = TO.y - FROM.y
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var/x_distance = TO.x - FROM.x
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for (var/atom/movable/A in urange(12, FROM )) // iterate thru list of mobs in the area
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if(istype(A, /obj/item/beacon))
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continue // don't teleport beacons because that's just insanely stupid
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if(iscameramob(A))
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continue // Don't mess with AI eye, blob eye, xenobio or advanced cameras
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if(A.anchored)
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continue
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var/turf/newloc = locate(A.x + x_distance, A.y + y_distance, TO.z) // calculate the new place
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if(!A.Move(newloc) && newloc) // if the atom, for some reason, can't move, FORCE them to move! :) We try Move() first to invoke any movement-related checks the atom needs to perform after moving
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A.forceMove(newloc)
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if(ismob(A) && !(A in flashers)) // don't flash if we're already doing an effect
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var/mob/M = A
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if(M.client)
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INVOKE_ASYNC(src, .proc/blue_effect, M)
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/obj/effect/anomaly/bluespace/proc/blue_effect(mob/M)
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var/obj/blueeffect = new /obj(src)
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blueeffect.screen_loc = "WEST,SOUTH to EAST,NORTH"
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blueeffect.icon = 'icons/effects/effects.dmi'
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blueeffect.icon_state = "shieldsparkles"
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blueeffect.layer = FLASH_LAYER
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blueeffect.plane = FULLSCREEN_PLANE
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blueeffect.mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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M.client.screen += blueeffect
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sleep(20)
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M.client.screen -= blueeffect
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qdel(blueeffect)
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/////////////////////
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/obj/effect/anomaly/pyro
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name = "pyroclastic anomaly"
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icon_state = "mustard"
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var/ticks = 0
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/// How many seconds between each gas release
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var/releasedelay = 10
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aSignal = /obj/item/assembly/signaler/anomaly/pyro
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/obj/effect/anomaly/pyro/anomalyEffect(delta_time)
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..()
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ticks += delta_time
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if(ticks < releasedelay)
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return
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else
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ticks -= releasedelay
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var/turf/open/T = get_turf(src)
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if(istype(T))
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T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
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/obj/effect/anomaly/pyro/detonate()
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INVOKE_ASYNC(src, .proc/makepyroslime)
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/obj/effect/anomaly/pyro/proc/makepyroslime()
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var/turf/open/T = get_turf(src)
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if(istype(T))
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T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime
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var/new_colour = pick("red", "orange")
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var/mob/living/simple_animal/slime/S = new(T, new_colour)
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S.rabid = TRUE
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S.amount_grown = SLIME_EVOLUTION_THRESHOLD
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S.Evolve()
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var/datum/action/innate/slime/reproduce/A = new
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A.Grant(S)
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var/list/mob/dead/observer/candidates = poll_candidates_for_mob("Do you want to play as a pyroclastic anomaly slime?", ROLE_SENTIENCE, null, 10 SECONDS, S, POLL_IGNORE_PYROSLIME)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/chosen = pick(candidates)
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S.key = chosen.key
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S.mind.special_role = ROLE_PYROCLASTIC_SLIME
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var/policy = get_policy(ROLE_PYROCLASTIC_SLIME)
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if (policy)
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to_chat(S, policy)
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log_game("[key_name(S.key)] was made into a slime by pyroclastic anomaly at [AREACOORD(T)].")
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/////////////////////
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/obj/effect/anomaly/bhole
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name = "vortex anomaly"
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icon_state = "bhole3"
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desc = "That's a nice station you have there. It'd be a shame if something happened to it."
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aSignal = /obj/item/assembly/signaler/anomaly/vortex
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/obj/effect/anomaly/bhole/anomalyEffect()
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..()
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if(!isturf(loc)) //blackhole cannot be contained inside anything. Weird stuff might happen
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qdel(src)
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return
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grav(rand(0,3), rand(2,3), 50, 25)
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//Throwing stuff around!
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for(var/obj/O in range(2,src))
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if(O == src)
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return //DON'T DELETE YOURSELF GOD DAMN
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if(!O.anchored)
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var/mob/living/target = locate() in view(4,src)
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if(target && !target.stat)
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O.throw_at(target, 7, 5)
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else
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SSexplosions.med_mov_atom += O
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/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
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for(var/t = -r, t < r, t++)
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affect_coord(x+t, y-r, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x-t, y+r, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x+r, y+t, ex_act_force, pull_chance, turf_removal_chance)
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affect_coord(x-r, y-t, ex_act_force, pull_chance, turf_removal_chance)
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/obj/effect/anomaly/bhole/proc/affect_coord(x, y, ex_act_force, pull_chance, turf_removal_chance)
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//Get turf at coordinate
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var/turf/T = locate(x, y, z)
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if(isnull(T))
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return
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//Pulling and/or ex_act-ing movable atoms in that turf
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if(prob(pull_chance))
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for(var/obj/O in T.contents)
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if(O.anchored)
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switch(ex_act_force)
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if(EXPLODE_DEVASTATE)
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SSexplosions.high_mov_atom += O
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if(EXPLODE_HEAVY)
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SSexplosions.med_mov_atom += O
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if(EXPLODE_LIGHT)
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SSexplosions.low_mov_atom += O
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else
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step_towards(O,src)
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for(var/mob/living/M in T.contents)
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step_towards(M,src)
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//Damaging the turf
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if( T && prob(turf_removal_chance) )
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switch(ex_act_force)
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if(EXPLODE_DEVASTATE)
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SSexplosions.highturf += T
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if(EXPLODE_HEAVY)
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SSexplosions.medturf += T
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if(EXPLODE_LIGHT)
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SSexplosions.lowturf += T
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#undef ANOMALY_MOVECHANCE
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