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Beacons are no longer radios (#25559)
* lets goooo * name change * yes * dgamer review * Update code/modules/projectiles/projectile/special_projectiles.dm Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com> Signed-off-by: Contrabang <91113370+Contrabang@users.noreply.github.com> --------- Signed-off-by: Contrabang <91113370+Contrabang@users.noreply.github.com> Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
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@@ -274,9 +274,9 @@
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var/turf/T = pick(get_area_turfs(impact_area))
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if(T)
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// Calculate new position (searches through beacons in world)
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var/obj/item/radio/beacon/chosen
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var/obj/item/beacon/chosen
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var/list/possible = list()
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for(var/obj/item/radio/beacon/W in GLOB.beacons)
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for(var/obj/item/beacon/W in GLOB.beacons)
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if(!is_station_level(W.z))
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continue
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possible += W
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@@ -300,7 +300,7 @@
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var/y_distance = turf_to.y - turf_from.y
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var/x_distance = turf_to.x - turf_from.x
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for(var/atom/movable/A in urange(BLUESPACE_MASS_TELEPORT_RANGE, turf_from)) // iterate thru list of mobs in the area
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if(istype(A, /obj/item/radio/beacon))
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if(istype(A, /obj/item/beacon))
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continue // don't teleport beacons because that's just insanely stupid
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if(A.anchored || A.move_resist == INFINITY)
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continue
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