From 52656780e5357420872751f575d908262efe59d5 Mon Sep 17 00:00:00 2001 From: Verkister Date: Sat, 28 May 2022 18:39:39 +0300 Subject: [PATCH] Fixes explosions At least worked fine on local in all tests and types of explosions i tested out (admin and weldertank) in wilderness and on station. I suppose it had been a byond change after all that hadn't been quite as lenient with fucked up unindented archaic shapes of code. Probably gonna shove it upstreams as well if it happens to do the trick on live as well. --- code/game/objects/explosion.dm | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) diff --git a/code/game/objects/explosion.dm b/code/game/objects/explosion.dm index 659db0ca01..7aaf73bedb 100644 --- a/code/game/objects/explosion.dm +++ b/code/game/objects/explosion.dm @@ -78,16 +78,21 @@ for(var/turf/T in trange(max_range, epicenter)) var/dist = sqrt((T.x - x0)**2 + (T.y - y0)**2) - if(dist < devastation_range) dist = 1 - else if(dist < heavy_impact_range) dist = 2 - else if(dist < light_impact_range) dist = 3 - else continue + if(dist < devastation_range) + dist = 1 + else if(dist < heavy_impact_range) + dist = 2 + else if(dist < light_impact_range) + dist = 3 + else + continue if(!T) T = locate(x0,y0,z0) for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway var/atom/movable/AM = atom_movable - if(AM && AM.simulated) AM.ex_act(dist) + if(AM && AM.simulated) + AM.ex_act(dist) T.ex_act(dist)