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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request Closes #79297 Closes #79312 Due to the new cutoff parameter being added to tesla_zap() (from #78310), and most callers used positional arguments instead of keywords, the zap flags was getting fed the shocked_targets list and maybe other junk. This caused a bunch of unusual phenomena. This is fixed by using keyword arguments. Tesla zaps that use the grid were significantly weaker in terms of damage than they're supposed to be. This was a byproduct of trying to convert everything to joules and removing unnecessary power multipliers. This is fixed by reverting the damage scaling and zap power of zap sources that aren't based on grid. Technically this will cause the zaps from other sources to have less power, but these tend to not be able to put power on grid, so this wouldn't have any change other than what a grounding rod displays. Doesn't really matter. Logs machine explosions from zap_act. Not the most helpful log (would take a lot of effort to add an extra parameter to pass the source), but better than nothing. Probably other stuff I did, lol. ## Why It's Good For The Game Stops zap fuckery. Admins can now find the explosions when a 9GeV engine decides to go haywire or whatever. ## Changelog 🆑 fix: Fixes tesla zaps being weird. admin: Logs explosions from explosive zaps. /🆑
182 lines
6.4 KiB
Plaintext
182 lines
6.4 KiB
Plaintext
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/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
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..()
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take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
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/obj/ex_act(severity, target)
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if(resistance_flags & INDESTRUCTIBLE)
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return FALSE
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. = ..() //contents explosion
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if(QDELETED(src))
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return TRUE
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if(target == src)
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take_damage(INFINITY, BRUTE, BOMB, 0)
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return TRUE
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switch(severity)
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if(EXPLODE_DEVASTATE)
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take_damage(INFINITY, BRUTE, BOMB, 0)
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if(EXPLODE_HEAVY)
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take_damage(rand(100, 250), BRUTE, BOMB, 0)
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if(EXPLODE_LIGHT)
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take_damage(rand(10, 90), BRUTE, BOMB, 0)
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return TRUE
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/obj/bullet_act(obj/projectile/hitting_projectile, def_zone, piercing_hit = FALSE)
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. = ..()
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if(. != BULLET_ACT_HIT)
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return .
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playsound(src, hitting_projectile.hitsound, 50, TRUE)
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var/damage_sustained = 0
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if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object
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damage_sustained = take_damage(
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hitting_projectile.damage * hitting_projectile.demolition_mod,
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hitting_projectile.damage_type,
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hitting_projectile.armor_flag,
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FALSE,
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REVERSE_DIR(hitting_projectile.dir),
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hitting_projectile.armour_penetration,
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)
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if(hitting_projectile.suppressed != SUPPRESSED_VERY)
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visible_message(
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span_danger("[src] is hit by \a [hitting_projectile][damage_sustained ? "" : ", without leaving a mark"]!"),
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vision_distance = COMBAT_MESSAGE_RANGE,
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)
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return damage_sustained > 0 ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
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/obj/attack_hulk(mob/living/carbon/human/user)
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..()
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if(density)
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playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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else
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playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
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var/damage = take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
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user.visible_message(span_danger("[user] smashes [src][damage ? "" : ", without leaving a mark"]!"), span_danger("You smash [src][damage ? "" : ", without leaving a mark"]!"), null, COMBAT_MESSAGE_RANGE)
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return TRUE
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/obj/blob_act(obj/structure/blob/B)
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if (!..())
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return
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if(isturf(loc))
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var/turf/T = loc
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if(T.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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return
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take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
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/obj/attack_alien(mob/living/carbon/alien/adult/user, list/modifiers)
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if(attack_generic(user, 60, BRUTE, MELEE, 0))
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playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
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/obj/attack_animal(mob/living/simple_animal/user, list/modifiers)
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. = ..()
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if(!user.melee_damage_upper && !user.obj_damage)
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user.emote("custom", message = "[user.friendly_verb_continuous] [src].")
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return FALSE
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else
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var/turf/current_turf = get_turf(src) //we want to save the turf to play the sound there, cause being destroyed deletes us!
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var/play_soundeffect = user.environment_smash
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if(user.obj_damage)
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. = attack_generic(user, user.obj_damage, user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
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else
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. = attack_generic(user, rand(user.melee_damage_lower,user.melee_damage_upper), user.melee_damage_type, MELEE, play_soundeffect, user.armour_penetration)
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if(. && play_soundeffect)
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playsound(current_turf, 'sound/effects/meteorimpact.ogg', 100, TRUE)
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if(user.client)
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log_combat(user, src, "attacked")
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/obj/force_pushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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return TRUE
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/obj/move_crushed(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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collision_damage(pusher, force, direction)
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return TRUE
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/obj/proc/collision_damage(atom/movable/pusher, force = MOVE_FORCE_DEFAULT, direction)
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var/amt = max(0, ((force - (move_resist * MOVE_FORCE_CRUSH_RATIO)) / (move_resist * MOVE_FORCE_CRUSH_RATIO)) * 10)
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take_damage(amt, BRUTE)
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/obj/attack_slime(mob/living/simple_animal/slime/user, list/modifiers)
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if(!user.is_adult)
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return
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if(attack_generic(user, rand(10, 15), BRUTE, MELEE, 1))
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log_combat(user, src, "attacked")
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/obj/singularity_act()
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SSexplosions.high_mov_atom += src
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if(src && !QDELETED(src))
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qdel(src)
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return 2
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///// ACID
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///the obj's reaction when touched by acid
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/obj/acid_act(acidpwr, acid_volume)
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. = ..()
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if((resistance_flags & UNACIDABLE) || (acid_volume <= 0) || (acidpwr <= 0))
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return FALSE
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AddComponent(/datum/component/acid, acidpwr, acid_volume, custom_acid_overlay || GLOB.acid_overlay)
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return TRUE
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///called when the obj is destroyed by acid.
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/obj/proc/acid_melt()
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deconstruct(FALSE)
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//// FIRE
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///Called when the obj is exposed to fire.
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/obj/fire_act(exposed_temperature, exposed_volume)
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if(isturf(loc))
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var/turf/our_turf = loc
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if(our_turf.underfloor_accessibility < UNDERFLOOR_INTERACTABLE && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
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return
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if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
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AddComponent(/datum/component/burning, custom_fire_overlay || GLOB.fire_overlay, burning_particles)
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return TRUE
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return ..()
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/// Should be called when the atom is destroyed by fire, comparable to acid_melt() proc
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/obj/proc/burn()
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deconstruct(FALSE)
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///Called when the obj is hit by a tesla bolt.
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/obj/zap_act(power, zap_flags)
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if(QDELETED(src))
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return 0
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ADD_TRAIT(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED)
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addtimer(TRAIT_CALLBACK_REMOVE(src, TRAIT_BEING_SHOCKED, WAS_SHOCKED), 1 SECONDS)
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return power / 2
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//The surgeon general warns that being buckled to certain objects receiving powerful shocks is greatly hazardous to your health
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///Only tesla coils, vehicles, and grounding rods currently call this because mobs are already targeted over all other objects, but this might be useful for more things later.
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/obj/proc/zap_buckle_check(strength)
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.electrocute_act((clamp(round(strength * 1.25e-3), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
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///the obj is deconstructed into pieces, whether through careful disassembly or when destroyed.
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/obj/proc/deconstruct(disassembled = TRUE)
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SEND_SIGNAL(src, COMSIG_OBJ_DECONSTRUCT, disassembled)
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qdel(src)
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///what happens when the obj's integrity reaches zero.
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/obj/atom_destruction(damage_flag)
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. = ..()
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if(damage_flag == ACID)
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acid_melt()
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else if(damage_flag == FIRE)
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burn()
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else
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deconstruct(FALSE)
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///returns how much the object blocks an explosion. Used by subtypes.
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/obj/proc/GetExplosionBlock()
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CRASH("Unimplemented GetExplosionBlock()")
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