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Explosions affect items on turf before the turf itself.
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@@ -74,13 +74,14 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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else if(dist < light_impact_range) dist = 3
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else if(dist < light_impact_range) dist = 3
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else continue
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else continue
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T.ex_act(dist)
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if(!T)
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if(!T)
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T = locate(x0,y0,z0)
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T = locate(x0,y0,z0)
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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for(var/atom_movable in T.contents) //bypass type checking since only atom/movable can be contained by turfs anyway
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var/atom/movable/AM = atom_movable
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var/atom/movable/AM = atom_movable
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if(AM && AM.simulated) AM.ex_act(dist)
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if(AM && AM.simulated) AM.ex_act(dist)
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T.ex_act(dist)
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var/took = (world.timeofday-start)/10
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var/took = (world.timeofday-start)/10
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
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if(Debug2) world.log << "## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds."
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