// A special GetAllContents that doesn't search past things with rad insulation // Components which return COMPONENT_BLOCK_RADIATION prevent further searching into that object's contents. The object itself will get returned still. // The ignore list makes those objects never return at all /proc/get_rad_contents(atom/location) var/static/list/ignored_things = typecacheof(list( /mob/dead, /mob/camera, /obj/effect, /obj/docking_port, /atom/movable/lighting_object, /obj/item/projectile, )) var/list/processing_list = list(location) . = list() var/i = 0 var/lim = 1 while(i < lim) var/atom/thing = processing_list[++i] if(ignored_things[thing.type]) continue . += thing if((thing.rad_flags & RAD_PROTECT_CONTENTS) || (SEND_SIGNAL(thing, COMSIG_ATOM_RAD_PROBE) & COMPONENT_BLOCK_RADIATION)) continue processing_list += thing.contents lim = processing_list.len /proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE) if(!SSradiation.can_fire) return var/area/A = get_area(source) var/atom/nested_loc = source.loc var/spawn_waves = TRUE while(nested_loc != A) if(nested_loc.rad_flags & RAD_PROTECT_CONTENTS) spawn_waves = FALSE break nested_loc = nested_loc.loc if(spawn_waves) for(var/dir in GLOB.cardinals) new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate) var/static/last_huge_pulse = 0 if(intensity > 3000 && world.time > last_huge_pulse + 200) last_huge_pulse = world.time log = TRUE var/list/things = get_rad_contents(source) //copypasta because I don't want to put special code in waves to handle their origin for(var/k in 1 to things.len) var/atom/thing = things[k] if(!thing) continue thing.rad_act(intensity) if(log) var/turf/_source_T = get_turf(source) log_game("Radiation pulse with intensity: [intensity] and range modifier: [range_modifier] in [loc_name(_source_T)][spawn_waves ? "" : " (contained by [nested_loc.name])"]") return TRUE