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Adds defines for bombcap components
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@@ -734,28 +734,34 @@ steam.start() -- spawns the effect
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M.Weaken(rand(1,5))
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return
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else
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var/devastation = -1
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var/devst = -1
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var/heavy = -1
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var/light = -1
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var/flash = -1
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// Clamp all values to fractions of max_explosion_range, following the same pattern as for tank transfer bombs
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if (round(amount/12) > 0)
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devastation = min (max_explosion_range*0.25, devastation + amount/12)
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devst = devst + amount/12
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if (round(amount/6) > 0)
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heavy = min (max_explosion_range*0.5, heavy + amount/6)
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heavy = heavy + amount/6
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if (round(amount/3) > 0)
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light = min (max_explosion_range, light + amount/3)
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light = light + amount/3
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if (flashing && flashing_factor)
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flash = min (max_explosion_range*1.5, ((amount/4) * flashing_factor))
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flash = (amount/4) * flashing_factor
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for(var/mob/M in viewers(8, location))
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M << "\red The solution violently explodes."
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explosion(location, round(devastation), round(heavy), round(light), round(flash))
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explosion(
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location,
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round(min(devst, BOMBCAP_DVSTN_RADIUS)),
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round(min(heavy, BOMBCAP_HEAVY_RADIUS)),
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round(min(light, BOMBCAP_LIGHT_RADIUS)),
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round(min(flash, BOMBCAP_FLASH_RADIUS))
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)
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proc/holder_damage(var/atom/holder)
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if(holder)
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