From 97372a09288a6ab26ed0eb85a397e502309ab16a Mon Sep 17 00:00:00 2001 From: PsiOmega Date: Thu, 31 Jul 2014 11:38:19 +0200 Subject: [PATCH] Fixes #5844 by only having a supermatter explosion affect living entities on the same Z-level. --- code/modules/supermatter/supermatter.dm | 11 ++++++----- 1 file changed, 6 insertions(+), 5 deletions(-) diff --git a/code/modules/supermatter/supermatter.dm b/code/modules/supermatter/supermatter.dm index be244ff8162..3535b03c124 100644 --- a/code/modules/supermatter/supermatter.dm +++ b/code/modules/supermatter/supermatter.dm @@ -139,11 +139,12 @@ if(damage > explosion_point) for(var/mob/living/mob in living_mob_list) - if(istype(mob, /mob/living/carbon/human)) - //Hilariously enough, running into a closet should make you get hit the hardest. - mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) ) - var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) ) - mob.apply_effect(rads, IRRADIATE) + if(mob.loc.z == loc.z) + if(istype(mob, /mob/living/carbon/human)) + //Hilariously enough, running into a closet should make you get hit the hardest. + mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) ) + var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) ) + mob.apply_effect(rads, IRRADIATE) explode() else