mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-14 16:44:33 +01:00
Tesla Update/Rebalance
This commit is contained in:
@@ -29,7 +29,7 @@
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if (istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank/))
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var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc
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if (tank)
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tank.explode()
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tank.boom()
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if (istype(src.loc.loc, /obj/item/weapon/reagent_containers/glass/beaker/))
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var/obj/item/weapon/reagent_containers/glass/beaker/beakerbomb = src.loc.loc
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if(beakerbomb)
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@@ -35,7 +35,10 @@
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connect_to_network()
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return
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default_deconstruction_crowbar(W)
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/tesla_coil/tesla_act(var/power)
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being_shocked = 1
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@@ -44,8 +47,7 @@
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flick("coilhit", src)
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playsound(src.loc, 'sound/magic/LightningShock.ogg', 100, 1, extrarange = 5)
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tesla_zap(src, 5, power_produced)
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spawn(10)
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being_shocked = 0
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addtimer(src, "reset_shocked", 10)
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/obj/machinery/power/grounding_rod
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name = "Grounding Rod"
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@@ -72,7 +74,10 @@
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if(default_unfasten_wrench(user, W))
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return
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default_deconstruction_crowbar(W)
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if(default_deconstruction_crowbar(W))
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return
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return ..()
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/obj/machinery/power/grounding_rod/tesla_act(var/power)
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flick("coil_shock_1", src)
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flick("coil_shock_1", src)
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@@ -1,5 +1,5 @@
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#define TESLA_DEFAULT_POWER 3476520
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#define TESLA_MINI_POWER 1738260
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#define TESLA_DEFAULT_POWER 1738260
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#define TESLA_MINI_POWER 869130
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var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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/obj/machinery/power/emitter,
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@@ -13,7 +13,9 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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/obj/structure/particle_accelerator/power_box,
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/obj/structure/particle_accelerator/end_cap,
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/obj/machinery/field/containment,
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/obj/structure/disposalpipe)
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/obj/structure/disposalpipe,
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/obj/structure/sign,
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/obj/machinery/gateway)
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/obj/singularity/energy_ball
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name = "energy ball"
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@@ -27,30 +29,44 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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grav_pull = 0
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contained = 0
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density = 1
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energy = 0
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var/list/orbiting_balls = list()
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var/produced_power
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var/is_orbiting
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var/energy_to_raise = 32
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var/energy_to_lower = -20
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/obj/singularity/energy_ball/Destroy()
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for(var/obj/singularity/energy_ball/EB in orbiting_balls)
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if(orbiting && istype(orbiting, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting
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EB.orbiting_balls -= src
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orbiting = null
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for(var/ball in orbiting_balls)
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var/obj/singularity/energy_ball/EB = ball
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qdel(EB)
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..()
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return ..()
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/obj/singularity/energy_ball/process()
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if(!is_orbiting)
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if(!orbiting)
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handle_energy()
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var/amount_to_move = 2 + orbiting_balls.len * 2
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var/what_does_the_scouter_say_about_the_balls_power_level = (TESLA_DEFAULT_POWER + (TESLA_MINI_POWER * orbiting_balls.len))
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move_the_basket_ball(amount_to_move)
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move_the_basket_ball(4 + orbiting_balls.len * 2)
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30)
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pixel_x = 0
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pixel_y = 0
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 15)
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tesla_zap(src, 7, what_does_the_scouter_say_about_the_balls_power_level)
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dir = tesla_zap(src, 7, TESLA_DEFAULT_POWER)
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pixel_x = -32
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pixel_y = -32
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energy += rand(1,3) // ensure it generates energy without needing to be blasted by the PA too much due to its size, and that a tesla engine will always get bigger over time
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for (var/ball in orbiting_balls)
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tesla_zap(ball, rand(1, Clamp(orbiting_balls.len, 3, 7)), TESLA_MINI_POWER)
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else
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energy = 0 // ensure we dont have miniballs of miniballs
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return
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/obj/singularity/energy_ball/examine(mob/user)
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@@ -60,29 +76,45 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
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for(var/i = 0, i < move_amount, i++)
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var/move_dir = pick(alldirs)
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var/turf/T = get_step(src,move_dir)
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//we face the last thing we zapped, so this lets us favor that direction a bit
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var/first_move = dir
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for(var/i in 0 to move_amount)
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var/move_dir = pick(alldirs + first_move) //give the first move direction a bit of favoring.
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if(target && prob(60))
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move_dir = get_dir(src,target)
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var/turf/T = get_step(src, move_dir)
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if(can_move(T))
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loc = get_step(src,move_dir)
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loc = T
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/obj/singularity/energy_ball/proc/handle_energy()
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if(energy >= 300)
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energy -= 300
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playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 15)
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if(energy >= energy_to_raise)
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energy_to_lower = energy_to_raise - 20
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energy_to_raise = energy_to_raise * 1.5
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playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30)
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spawn(100)
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if (!loc)
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return
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var/obj/singularity/energy_ball/EB = new(loc)
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orbiting_balls.Add(EB)
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EB.transform *= pick(0.3,0.4,0.5,0.6,0.7)
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EB.is_orbiting = 1
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EB.transform *= pick(0.3, 0.4, 0.5, 0.6, 0.7)
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var/icon/I = icon(icon,icon_state,dir)
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var/orbitsize = (I.Width()+I.Height())*pick(0.5,0.6,0.7)
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orbitsize -= (orbitsize/world.icon_size)*(world.icon_size*0.25)
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spawn(1)
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EB.orbit(src,orbitsize, pick(FALSE,TRUE), rand(10,25), pick(3,4,5,6,36))
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var/orbitsize = (I.Width() + I.Height()) * pick(0.4, 0.5, 0.6, 0.7, 0.8)
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orbitsize -= (orbitsize / world.icon_size) * (world.icon_size * 0.25)
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EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
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else if(energy < energy_to_lower && orbiting_balls.len)
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energy_to_raise = energy_to_raise / 1.5
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energy_to_lower = (energy_to_raise / 1.5) - 20
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var/Orchiectomy_target = pick(orbiting_balls)
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qdel(Orchiectomy_target)
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else if(orbiting_balls.len)
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energy -= orbiting_balls.len * 0.5
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/obj/singularity/energy_ball/Bump(atom/A)
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dust_mobs(A)
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@@ -90,120 +122,119 @@ var/list/blacklisted_tesla_types = list(/obj/machinery/atmospherics,
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/obj/singularity/energy_ball/Bumped(atom/A)
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dust_mobs(A)
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/obj/singularity/energy_ball/orbit(obj/singularity/energy_ball/target)
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if (istype(target))
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target.orbiting_balls += src
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. = ..()
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if (istype(target))
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target.orbiting_balls -= src
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if (!loc)
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qdel(src)
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/obj/singularity/energy_ball/proc/dust_mobs(atom/A)
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if(istype(A, /mob/living/carbon))
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var/mob/living/carbon/C = A
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C.dust()
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return
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/proc/get_closest_atom(type, list, source)
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var/closest_atom
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var/closest_distance
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for(var/A in list)
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if(!istype(A, type))
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continue
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var/distance = get_dist(source, A)
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if(!closest_distance)
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closest_distance = distance
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closest_atom = A
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else
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if(closest_distance > distance)
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closest_distance = distance
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closest_atom = A
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return closest_atom
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/proc/tesla_zap(var/atom/source, zap_range = 3, power)
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. = source.dir
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if(power < 1000)
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return
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var/list/tesla_coils = list()
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var/list/grounding_rods = list()
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var/list/potential_machine_zaps = list()
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var/list/potential_mob_zaps = list()
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var/list/potential_structure_zaps = list()
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var/closest_dist = 0
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var/closest_atom
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for(var/atom/A in oview(source, zap_range))
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var/obj/machinery/power/tesla_coil/closest_tesla_coil
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var/obj/machinery/power/grounding_rod/closest_grounding_rod
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var/mob/living/closest_mob
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var/obj/machinery/closest_machine
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var/obj/structure/closest_structure
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for(var/A in oview(source, zap_range))
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if(istype(A, /obj/machinery/power/tesla_coil))
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var/dist = get_dist(source, A)
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var/obj/machinery/power/tesla_coil/C = A
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if(C.being_shocked)
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continue
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tesla_coils.Add(C)
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if((dist < closest_dist || !closest_tesla_coil) && !C.being_shocked)
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closest_dist = dist
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//we use both of these to save on istype and typecasting overhead later on
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//while still allowing common code to run before hand
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closest_tesla_coil = C
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closest_atom = C
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else if(closest_tesla_coil)
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continue //no need checking these other things
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else if(istype(A, /obj/machinery/power/grounding_rod))
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var/dist = get_dist(source, A)
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if(dist < closest_dist || !closest_grounding_rod)
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closest_grounding_rod = A
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closest_atom = A
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closest_dist = dist
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else if(closest_grounding_rod || is_type_in_list(A, blacklisted_tesla_types))
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continue
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if(istype(A, /obj/machinery/power/grounding_rod))
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var/obj/machinery/power/grounding_rod/R = A
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grounding_rods.Add(R)
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continue
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if(istype(A, /obj/machinery))
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var/obj/machinery/M = A
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if(is_type_in_list(M, blacklisted_tesla_types))
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continue
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if(M.being_shocked)
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continue
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potential_machine_zaps.Add(M)
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continue
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if(istype(A, /obj/structure))
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var/obj/structure/M = A
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if(is_type_in_list(M, blacklisted_tesla_types))
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continue
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if(M.being_shocked)
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continue
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potential_structure_zaps.Add(M)
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continue
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if(istype(A, /mob/living))
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else if(istype(A, /mob/living))
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var/dist = get_dist(source, A)
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var/mob/living/L = A
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if(L.stat == DEAD)
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continue
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if(is_type_in_list(L, blacklisted_tesla_types))
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continue
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potential_mob_zaps.Add(L)
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if((dist < closest_dist || !closest_mob) && L.stat != DEAD)
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closest_mob = L
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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continue
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closest_atom = get_closest_atom(/obj/machinery/power/tesla_coil, tesla_coils, source)
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if(closest_atom && istype(closest_atom, /obj/machinery/power/tesla_coil))
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var/obj/machinery/power/tesla_coil/C = closest_atom
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source.Beam(C,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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C.tesla_act(power)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/machinery/power/grounding_rod, grounding_rods, source)
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if(closest_atom && istype(closest_atom, /obj/machinery/power/grounding_rod))
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var/obj/machinery/power/grounding_rod/R = closest_atom
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source.Beam(R,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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R.tesla_act(power)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/mob/living, potential_mob_zaps, source)
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if(closest_atom && istype(closest_atom, /mob/living))
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var/mob/living/L = closest_atom
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var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5,5)
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source.Beam(L,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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L.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
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if(istype(L, /mob/living/silicon))
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var/mob/living/silicon/S = L
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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
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else
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tesla_zap(L, 5, power / 1.5)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/machinery, potential_machine_zaps, source)
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if(closest_atom)
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var/obj/machinery/M = closest_atom
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source.Beam(M,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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M.tesla_act(power)
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if(prob(85))
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M.emp_act(2)
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else
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if(prob(50))
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M.ex_act(3)
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else
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if(prob(90))
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M.ex_act(2)
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else
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M.ex_act(1)
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return
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if(!closest_atom)
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closest_atom = get_closest_atom(/obj/structure, potential_structure_zaps, source)
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if(closest_atom)
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var/obj/structure/S = closest_atom
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source.Beam(S,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5)
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S.tesla_act(power)
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return
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else if(istype(A, /obj/machinery))
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var/obj/machinery/M = A
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var/dist = get_dist(source, A)
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if((dist < closest_dist || !closest_machine) && !M.being_shocked)
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closest_machine = M
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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continue
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else if(istype(A, /obj/structure))
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var/obj/structure/S = A
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var/dist = get_dist(source, A)
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if((dist < closest_dist || !closest_tesla_coil) && !S.being_shocked)
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closest_structure = S
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closest_atom = A
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closest_dist = dist
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//Alright, we've done our loop, now lets see if was anything interesting in range
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if(closest_atom)
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//common stuff
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source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", icon='icons/effects/effects.dmi', time=5)
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var/zapdir = get_dir(source, closest_atom)
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if(zapdir)
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. = zapdir
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//per type stuff:
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if(closest_tesla_coil)
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closest_tesla_coil.tesla_act(power)
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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power)
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else if(closest_mob)
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var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5, 5)
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closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
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if(istype(closest_mob, /mob/living/silicon))
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var/mob/living/silicon/S = closest_mob
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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
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else
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tesla_zap(closest_mob, 5, power / 1.5)
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else if(closest_machine)
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closest_machine.tesla_act(power)
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else if(closest_structure)
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closest_structure.tesla_act(power)
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@@ -98,18 +98,31 @@
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..()
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reagents.add_reagent("fuel",1000)
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/obj/structure/reagent_dispensers/fueltank/bullet_act(var/obj/item/projectile/Proj)
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if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
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if((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE))
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message_admins("[key_name_admin(Proj.firer)] triggered a fueltank explosion.")
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log_game("[key_name(Proj.firer)] triggered a fueltank explosion.")
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explode()
|
||||
/obj/structure/reagent_dispensers/fueltank/bullet_act(obj/item/projectile/Proj)
|
||||
..()
|
||||
if(istype(Proj) && !Proj.nodamage && ((Proj.damage_type == BURN) || (Proj.damage_type == BRUTE)))
|
||||
message_admins("[key_name_admin(Proj.firer)] triggered a fueltank explosion.")
|
||||
log_game("[key_name(Proj.firer)] triggered a fueltank explosion.")
|
||||
boom()
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/blob_act()
|
||||
/obj/structure/reagent_dispensers/fueltank/proc/boom()
|
||||
explosion(src.loc,0,1,5,7,10, flame_range = 5)
|
||||
if(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/blob_act(obj/effect/blob/B)
|
||||
boom()
|
||||
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/ex_act()
|
||||
explode()
|
||||
boom()
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/fire_act()
|
||||
boom()
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/tesla_act()
|
||||
..() //extend the zap
|
||||
boom()
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
@@ -151,15 +164,6 @@
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/proc/explode()
|
||||
explosion(src.loc,-1,0,2, flame_range = 2)
|
||||
if(src)
|
||||
qdel(src)
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/fire_act(datum/gas_mixture/air, temperature, volume)
|
||||
blob_act() //saving a few lines of copypasta
|
||||
|
||||
|
||||
/obj/structure/reagent_dispensers/fueltank/Move()
|
||||
..()
|
||||
if(rig)
|
||||
|
||||
Reference in New Issue
Block a user