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https://github.com/CHOMPstation/CHOMPstation.git
synced 2026-07-20 11:32:51 +01:00
Polaris Sync
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@@ -150,8 +150,10 @@
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/obj/structure/foamedmetal/ex_act(severity)
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qdel(src)
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/obj/structure/foamedmetal/bullet_act()
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if(metal == 1 || prob(50))
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/obj/structure/foamedmetal/bullet_act(var/obj/item/projectile/P)
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if(istype(P, /obj/item/projectile/test))
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return
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else if(metal == 1 || prob(50))
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qdel(src)
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/obj/structure/foamedmetal/attack_hand(var/mob/user)
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@@ -6,66 +6,66 @@
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anchored = 1
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var/amount = 1
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New(turf/newLoc,amt=1,nologs=0)
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if(!nologs)
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message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
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log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
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src.amount = amt
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/obj/effect/decal/cleanable/liquid_fuel/New(turf/newLoc,amt=1,nologs=0)
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if(!nologs)
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message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[newLoc.x];Y=[newLoc.y];Z=[newLoc.z]'>JMP</a>)")
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log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])")
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src.amount = amt
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var/has_spread = 0
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//Be absorbed by any other liquid fuel in the tile.
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for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
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if(other != src)
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other.amount += src.amount
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other.Spread()
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has_spread = 1
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break
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. = ..()
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if(!has_spread)
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Spread()
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else
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qdel(src)
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proc/Spread(exclude=list())
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//Allows liquid fuels to sometimes flow into other tiles.
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if(amount < 15) return //lets suppose welder fuel is fairly thick and sticky. For something like water, 5 or less would be more appropriate.
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var/turf/simulated/S = loc
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if(!istype(S)) return
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for(var/d in cardinal)
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var/turf/simulated/target = get_step(src,d)
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var/turf/simulated/origin = get_turf(src)
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if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
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var/obj/effect/decal/cleanable/liquid_fuel/other_fuel = locate() in target
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if(other_fuel)
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other_fuel.amount += amount*0.25
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if(!(other_fuel in exclude))
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exclude += src
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other_fuel.Spread(exclude)
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else
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
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amount *= 0.75
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flamethrower_fuel
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icon_state = "mustard"
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anchored = 0
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New(newLoc, amt = 1, d = 0)
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set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
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. = ..()
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var/has_spread = 0
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//Be absorbed by any other liquid fuel in the tile.
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for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc)
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if(other != src)
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other.amount += src.amount
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other.Spread()
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has_spread = 1
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break
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. = ..()
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if(!has_spread)
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Spread()
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//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
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if(amount < 0.1) return
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var/turf/simulated/S = loc
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if(!istype(S)) return
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else
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qdel(src)
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for(var/d in list(turn(dir,90),turn(dir,-90), dir))
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var/turf/simulated/O = get_step(S,d)
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if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
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continue
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if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
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new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
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O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
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/obj/effect/decal/cleanable/liquid_fuel/proc/Spread(exclude=list())
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//Allows liquid fuels to sometimes flow into other tiles.
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if(amount < 15) return //lets suppose welder fuel is fairly thick and sticky. For something like water, 5 or less would be more appropriate.
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var/turf/simulated/S = loc
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if(!istype(S)) return
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for(var/d in cardinal)
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var/turf/simulated/target = get_step(src,d)
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var/turf/simulated/origin = get_turf(src)
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if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
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var/obj/effect/decal/cleanable/liquid_fuel/other_fuel = locate() in target
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if(other_fuel)
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other_fuel.amount += amount*0.25
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if(!(other_fuel in exclude))
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exclude += src
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other_fuel.Spread(exclude)
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else
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1)
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amount *= 0.75
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amount *= 0.25
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel
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icon_state = "mustard"
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anchored = 0
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/New(newLoc, amt = 1, d = 0)
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set_dir(d) //Setting this direction means you won't get torched by your own flamethrower.
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. = ..()
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/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel/Spread()
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//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
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if(amount < 0.1) return
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var/turf/simulated/S = loc
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if(!istype(S)) return
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for(var/d in list(turn(dir,90),turn(dir,-90), dir))
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var/turf/simulated/O = get_step(S,d)
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if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
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continue
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if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
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new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
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O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
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amount *= 0.25
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@@ -5,6 +5,7 @@
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anchored = 1.0
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unacidable = 1
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simulated = 0
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invisibility = 100
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var/delete_me = 0
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/obj/effect/landmark/New()
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@@ -110,3 +110,77 @@
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if(teleport_x_offset && teleport_y_offset && teleport_z_offset)
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var/turf/T = locate(rand(teleport_x, teleport_x_offset), rand(teleport_y, teleport_y_offset), rand(teleport_z, teleport_z_offset))
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A.forceMove(T)
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/* Teleporter that sends objects stepping on it to a specific landmark. */
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/obj/effect/step_trigger/teleporter/landmark
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var/obj/effect/landmark/the_landmark = null
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var/landmark_id = null
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/obj/effect/step_trigger/teleporter/landmark/initialize()
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for(var/obj/effect/landmark/teleport_mark/mark in tele_landmarks)
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if(mark.landmark_id == landmark_id)
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the_landmark = mark
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return
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/obj/effect/step_trigger/teleporter/landmark/Trigger(var/atom/movable/A)
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if(the_landmark)
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A.forceMove(get_turf(the_landmark))
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var/global/list/tele_landmarks = list() // Terrible, but the alternative is looping through world.
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/obj/effect/landmark/teleport_mark
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var/landmark_id = null
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/obj/effect/landmark/teleport_mark/New()
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..()
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tele_landmarks += src
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/obj/effect/landmark/teleport_mark/Destroy()
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tele_landmarks -= src
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return ..()
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/* Teleporter which simulates falling out of the sky. */
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/obj/effect/step_trigger/teleporter/planetary_fall
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var/datum/planet/planet = null
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/* //VOREStation Removal
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/obj/effect/step_trigger/teleporter/planetary_fall/sif/initialize()
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planet = planet_sif
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*/ //VOREStation Removal end
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/obj/effect/step_trigger/teleporter/planetary_fall/Trigger(var/atom/movable/A)
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if(planet)
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if(!planet.planet_floors.len)
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message_admins("ERROR: planetary_fall step trigger's list of outdoor floors was empty.")
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return
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var/turf/simulated/T = null
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var/safety = 100 // Infinite loop protection.
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while(!T && safety)
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var/turf/simulated/candidate = pick(planet.planet_floors)
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if(!istype(candidate) || istype(candidate, /turf/simulated/sky))
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safety--
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continue
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else
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T = candidate
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break
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if(!T)
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message_admins("ERROR: planetary_fall step trigger could not find a suitable landing turf.")
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return
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if(isobserver(A))
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A.forceMove(T) // Harmlessly move ghosts.
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return
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if(isliving(A)) // Someday, implement parachutes. For now, just turbomurder whoever falls.
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var/mob/living/L = A
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for(var/i = 1 to 6)
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L.adjustBruteLoss(100)
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message_admins("\The [A] fell out of the sky.")
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explosion(T, 0, 1, 2)
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A.forceMove(T)
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T.visible_message("<span class='danger'><font size='3'>\A [A] falls out of the sky and crashes into \the [T]!</font></span>")
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else
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message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
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return
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