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Updates flashbangs and flash/flare rounds to take advantage of new lighting.
Main improvement is somewhat brighter flashes, coloured flares.
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@@ -22,13 +22,13 @@
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B.update_icon()
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new/obj/effect/effect/sparks(src.loc)
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new/obj/effect/effect/smoke/illumination(src.loc, brightness=15)
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new/obj/effect/effect/smoke/illumination(src.loc, 5, range=30, power=30, color="#FFFFFF")
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qdel(src)
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return
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proc/bang(var/turf/T , var/mob/living/carbon/M) // Added a new proc called 'bang' that takes a location and a person to be banged.
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M << "<span class='danger'>BANG</span>" // Called during the loop that bangs people in lockers/containers and when banging
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 5) // people in normal view. Could theroetically be called during other explosions.
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playsound(src.loc, 'sound/effects/bang.ogg', 50, 1, 30) // people in normal view. Could theroetically be called during other explosions.
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// -- Polymorph
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//Checking for protections
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