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Explosions go to attack logs.
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@@ -58,7 +58,7 @@ proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impa
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if(M.ear_deaf <= 0 || !M.ear_deaf) if(!istype(M.loc,/turf/space))
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M << 'sound/effects/explosionfar.ogg'
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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msg_admin_attack("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ([epicenter.x],[epicenter.y],[epicenter.z]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[epicenter.x];Y=[epicenter.y];Z=[epicenter.z]'>JMP</a>)")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range]) in area [epicenter.loc.name] ")
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var/lighting_controller_was_processing = lighting_controller.processing //Pause the lighting updates for a bit
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