//These are intended to be placed via buildmode for rapid deployment of explosions. /obj/effect/instantboom //Parent is more like a welder bomb var/devastation = 0 var/heavyboom = 1 var/lightboom = 2 var/flash = 3 icon = null /obj/effect/instantboom/small //Small and will somewhat harm people without causing severe hull damage. devastation = 0 heavyboom = 0 lightboom = 3 flash = 0 /obj/effect/instantboom/small/wide lightboom = 5 /obj/effect/instantboom/medium //Will cause hull damage and severely harm people at the epicenter. No gib devastation = 0 heavyboom = 3 lightboom = 5 flash = 6 /obj/effect/instantboom/large //Like getting hit directly with artillery devastation = 2 heavyboom = 4 lightboom = 6 flash = 8 /obj/effect/instantboom/large/concentrated //heavyboom damage in smaller area, perfect 5x5 size devastation = 1 heavyboom = 3 lightboom = 3 flash = 3 /obj/effect/instantboom/large/wide //Same as large but more collateral lightboom = 9 flash = 10 /obj/effect/instantboom/maxcap //Will delete departments, spam at your own risk devastation = 4 heavyboom = 7 lightboom = 14 flash = 14 /obj/effect/instantboom/mininuke //lol devastation = 5 heavyboom = 10 lightboom = 20 flash = 25 /obj/effect/instantboom/harmless //Just the noise devastation = 0 heavyboom = 0 lightboom = 0 flash = 0 /obj/effect/instantboom/bluespace_atrillery //Fuck that one person in paticular devastation = 1 heavyboom = 0 lightboom = 0 flash = 0 /obj/effect/instantboom/Initialize(mapload) ..() var/turf/T = get_turf(src) explosion(T,devastation,heavyboom,lightboom,flash) return INITIALIZE_HINT_QDEL