proc/empulse(turf/epicenter, heavy_range, light_range, log=0) if(!epicenter) return if(!istype(epicenter, /turf)) epicenter = get_turf(epicenter.loc) if(log) message_admins("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ") log_game("EMP with size ([heavy_range], [light_range]) in area [epicenter.loc.name] ") if(heavy_range > 1) var/obj/effect/overlay/pulse = new/obj/effect/overlay ( epicenter ) pulse.icon = 'icons/effects/effects.dmi' pulse.icon_state = "emppulse" pulse.name = "emp pulse" pulse.anchored = 1 spawn(20) pulse.delete() if(heavy_range > light_range) light_range = heavy_range for(var/mob/M in range(heavy_range, epicenter)) M << 'sound/effects/EMPulse.ogg' for(var/atom/T in range(light_range, epicenter)) var/distance = get_dist(epicenter, T) if(distance < 0) distance = 0 if(distance < heavy_range) T.emp_act(1) else if(distance == heavy_range) if(prob(50)) T.emp_act(1) else T.emp_act(2) else if(distance <= light_range) T.emp_act(2) return 1