diff --git a/code/controllers/configuration.dm b/code/controllers/configuration.dm
index 95ecef88978..0c1d00bb7e3 100644
--- a/code/controllers/configuration.dm
+++ b/code/controllers/configuration.dm
@@ -119,8 +119,6 @@
var/simultaneous_pm_warning_timeout = 100
- var/use_recursive_explosions //Defines whether the server uses recursive or circular explosions.
-
var/assistant_maint = 0 //Do assistants get maint access?
var/gateway_delay = 6000 //How long the gateway takes before it activates. Default is half an hour.
var/ghost_interaction = 0
@@ -216,9 +214,6 @@
if ("jobs_have_minimal_access")
config.jobs_have_minimal_access = 1
- if ("use_recursive_explosions")
- use_recursive_explosions = 1
-
if ("log_ooc")
config.log_ooc = 1
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 0dcc68dd51b..bb188389abd 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -25,7 +25,6 @@
icon_state = "door_closed"
power_channel = ENVIRON
- explosion_resistance = 15
var/aiControlDisabled = 0 //If 1, AI control is disabled until the AI hacks back in and disables the lock. If 2, the AI has bypassed the lock. If -1, the control is enabled but the AI had bypassed it earlier, so if it is disabled again the AI would have no trouble getting back in.
var/hackProof = 0 // if 1, this door can't be hacked by the AI
var/electrified_until = 0 // World time when the door is no longer electrified. -1 if it is permanently electrified until someone fixes it.
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index 543ab80b8b4..b94fd17c30e 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -33,11 +33,9 @@
. = ..()
if(density)
layer = closed_layer
- explosion_resistance = initial(explosion_resistance)
update_heat_protection(get_turf(src))
else
layer = open_layer
- explosion_resistance = 0
if(width > 1)
@@ -222,7 +220,7 @@
flick("doorc1", src)
if("deny")
flick("door_deny", src)
- return
+ return
/obj/machinery/door/proc/open()
if(!density)
@@ -239,7 +237,6 @@
src.density = 0
sleep(5)
src.layer = 2.7
- explosion_resistance = 0
update_icon()
SetOpacity(0)
operating = 0
@@ -262,7 +259,6 @@
operating = 1
do_animate("closing")
- explosion_resistance = initial(explosion_resistance)
src.layer = 3.1
sleep(5)
src.density = 1
diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm
index 2495dbfc4bc..0e549e5183d 100644
--- a/code/game/machinery/doors/poddoor.dm
+++ b/code/game/machinery/doors/poddoor.dm
@@ -4,7 +4,6 @@
icon = 'icons/obj/doors/rapid_pdoor.dmi'
icon_state = "pdoor1"
var/id = 1.0
- explosion_resistance = 25
/obj/machinery/door/poddoor/preopen
icon_state = "pdoor0"
diff --git a/code/game/machinery/doors/spacepod.dm b/code/game/machinery/doors/spacepod.dm
index 4e940ea4bb8..2aae6ed5f6d 100644
--- a/code/game/machinery/doors/spacepod.dm
+++ b/code/game/machinery/doors/spacepod.dm
@@ -4,7 +4,6 @@
icon = 'icons/effects/beam.dmi'
icon_state = "n_beam"
var/id = 1.0
- explosion_resistance = 25
density = 0
anchored = 1
diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index a8ebd55930a..544a4d7315d 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -9,7 +9,6 @@
flags = ON_BORDER
opacity = 0
var/obj/item/weapon/airlock_electronics/electronics = null
- explosion_resistance = 5
/obj/machinery/door/window/New()
..()
@@ -112,7 +111,6 @@
src.icon_state = text("[]open", src.base_state)
sleep(10)
- explosion_resistance = 0
src.density = 0
// src.sd_SetOpacity(0) //TODO: why is this here? Opaque windoors? ~Carn
update_nearby_tiles()
@@ -136,7 +134,6 @@
src.icon_state = src.base_state
src.density = 1
- explosion_resistance = initial(explosion_resistance)
// if(src.visible)
// SetOpacity(1) //TODO: why is this here? Opaque windoors? ~Carn
update_nearby_tiles()
@@ -247,7 +244,7 @@
open()
emagged = 1
return 1
-
+
/obj/machinery/door/window/attackby(obj/item/weapon/I as obj, mob/living/user as mob, params)
//If it's in the process of opening/closing, ignore the click
diff --git a/code/game/objects/explosion.dm b/code/game/objects/explosion.dm
index 0c3ce47850e..d8a5172888f 100644
--- a/code/game/objects/explosion.dm
+++ b/code/game/objects/explosion.dm
@@ -22,11 +22,6 @@ proc/trange(var/Dist=0,var/turf/Center=null)//alternative to range (ONLY process
proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, adminlog = 1)
src = null //so we don't abort once src is deleted
spawn(0)
- if(config.use_recursive_explosions)
- var/power = devastation_range * 2 + heavy_impact_range + light_impact_range //The ranges add up, ie light 14 includes both heavy 7 and devestation 3. So this calculation means devestation counts for 4, heavy for 2 and light for 1 power, giving us a cap of 27 power.
- explosion_rec(epicenter, power)
- return
-
var/start = world.timeofday
epicenter = get_turf(epicenter)
if(!epicenter) return
diff --git a/code/game/objects/explosion_recursive.dm b/code/game/objects/explosion_recursive.dm
deleted file mode 100644
index 6819ed48d6b..00000000000
--- a/code/game/objects/explosion_recursive.dm
+++ /dev/null
@@ -1,139 +0,0 @@
-/client/proc/kaboom()
-
- set category = "Debug"
-
- var/power = input(src, "power?", "power?") as num
- var/turf/T = get_turf(src.mob)
- explosion_rec(T, power)
-
-/obj
- var/explosion_resistance
-
-
-
-var/list/explosion_turfs = list()
-
-var/explosion_in_progress = 0
-
-
-proc/explosion_rec(turf/epicenter, power)
-
- var/loopbreak = 0
- while(explosion_in_progress)
- if(loopbreak >= 15) return
- sleep(10)
- loopbreak++
-
- if(power <= 0) return
- epicenter = get_turf(epicenter)
- if(!epicenter) return
-
- message_admins("Explosion with size ([power]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z])")
- log_game("Explosion with size ([power]) in area [epicenter.loc.name] ")
-
- playsound(epicenter, 'sound/effects/explosionfar.ogg', 100, 1, round(power*2,1) )
- playsound(epicenter, "explosion", 100, 1, round(power,1) )
-
- explosion_in_progress = 1
- explosion_turfs = list()
-
- explosion_turfs[epicenter] = power
-
- //This steap handles the gathering of turfs which will be ex_act() -ed in the next step. It also ensures each turf gets the maximum possible amount of power dealt to it.
- for(var/direction in cardinal)
- var/turf/T = get_step(epicenter, direction)
- T.explosion_spread(power - epicenter.explosion_resistance, direction)
-
- //This step applies the ex_act effects for the explosion, as planned in the previous step.
- for(var/turf/T in explosion_turfs)
- if(explosion_turfs[T] <= 0) continue
- if(!T) continue
-
- //Wow severity looks confusing to calculate... Fret not, I didn't leave you with any additional instructions or help. (just kidding, see the line under the calculation)
- var/severity = 4 - round(max(min( 3, ((explosion_turfs[T] - T.explosion_resistance) / (max(3,(power/3)))) ) ,1), 1) //sanity effective power on tile divided by either 3 or one third the total explosion power
- // One third because there are three power levels and I
- // want each one to take up a third of the crater
- var/x = T.x
- var/y = T.y
- var/z = T.z
- T.ex_act(severity)
- if(!T)
- T = locate(x,y,z)
- for(var/atom/A in T)
- A.ex_act(severity)
-
- explosion_in_progress = 0
-
-/turf
- var/explosion_resistance
-
-/turf/space
- explosion_resistance = 10
-
-/turf/simulated/floor
- explosion_resistance = 1
-
-/turf/unsimulated/floor
- explosion_resistance = 1
-
-/turf/simulated/mineral
- explosion_resistance = 2
-
-turf/unsimulated/mineral
- explosion_resistance = 2
-
-/turf/simulated/shuttle/floor
- explosion_resistance = 1
-
-/turf/simulated/shuttle/floor4
- explosion_resistance = 1
-
-/turf/simulated/shuttle/plating
- explosion_resistance = 1
-
-/turf/simulated/shuttle/wall
- explosion_resistance = 5
-
-/turf/simulated/wall
- explosion_resistance = 5
-
-/turf/simulated/wall/r_wall
- explosion_resistance = 15
-
-//Code-wise, a safe value for power is something up to ~25 or ~30.. This does quite a bit of damage to the station.
-//direction is the direction that the spread took to come to this tile. So it is pointing in the main blast direction - meaning where this tile should spread most of it's force.
-/turf/proc/explosion_spread(power, direction)
- if(power <= 0)
- return
-
- /*
- sleep(2)
- new/obj/effect/debugging/marker(src)
- */
-
- if(explosion_turfs[src] >= power)
- return //The turf already sustained and spread a power greated than what we are dealing with. No point spreading again.
- explosion_turfs[src] = power
-
- var/spread_power = power - src.explosion_resistance //This is the amount of power that will be spread to the tile in the direction of the blast
- var/side_spread_power = power - 2 * src.explosion_resistance //This is the amount of power that will be spread to the side tiles
- for(var/obj/O in src)
- if(O.explosion_resistance)
- spread_power -= O.explosion_resistance
- side_spread_power -= O.explosion_resistance
-
- var/turf/T = get_step(src, direction)
- T.explosion_spread(spread_power, direction)
- T = get_step(src, turn(direction,90))
- T.explosion_spread(side_spread_power, turn(direction,90))
- T = get_step(src, turn(direction,-90))
- T.explosion_spread(side_spread_power, turn(direction,90))
-
- /*
- for(var/direction in cardinal)
- var/turf/T = get_step(src, direction)
- T.explosion_spread(spread_power)
- */
-
-/turf/unsimulated/explosion_spread(power)
- return //So it doesn't get to the parent proc, which simulates explosions
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index c5114cf2ef9..548bcbe0986 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -8,7 +8,6 @@
flags = CONDUCT
pressure_resistance = 5*ONE_ATMOSPHERE
layer = 2.9
- explosion_resistance = 5
var/health = 10
var/destroyed = 0
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index 3882da9cef3..244be08e426 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -465,7 +465,6 @@ var/global/wcColored
glasstype = /obj/item/stack/sheet/plasmaglass
reinf = 1
health = 160
- explosion_resistance = 4
/obj/structure/window/plasmareinforced/New(Loc,re=0)
@@ -485,7 +484,6 @@ var/global/wcColored
reinf = 1
basestate = "rwindow"
health = 40
- explosion_resistance = 1
/obj/structure/window/reinforced/tinted
name = "tinted window"
diff --git a/code/game/supplyshuttle.dm b/code/game/supplyshuttle.dm
index b805305d747..c93ececa8df 100644
--- a/code/game/supplyshuttle.dm
+++ b/code/game/supplyshuttle.dm
@@ -44,7 +44,6 @@ var/list/mechtoys = list(
density = 0
anchored = 1
layer = 4
- explosion_resistance = 5
/obj/structure/plasticflaps/CanPass(atom/A, turf/T)
if(istype(A) && A.checkpass(PASSGLASS))
@@ -156,9 +155,9 @@ var/list/mechtoys = list(
proc/process()
for(var/typepath in (typesof(/datum/supply_packs) - /datum/supply_packs))
var/datum/supply_packs/P = new typepath()
- if(P.name == "HEADER")
+ if(P.name == "HEADER")
del(P)
- continue
+ continue
supply_packs[P.name] = P
spawn(0)
@@ -376,10 +375,10 @@ var/list/mechtoys = list(
//Find the correct supply_pack datum
var/datum/supply_packs/P = supply_controller.supply_packs[href_list["see_contents"]]
if(!istype(P)) return
-
+
var/cat = P.group
var/tempaccess = get_access_desc(P.access)
-
+
temp = "Supply points: [supply_controller.points]
"
temp += "Back to [get_supply_group_name(cat)]