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Fixes #5844 by only having a supermatter explosion affect living entities on the same Z-level.
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@@ -139,11 +139,12 @@
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if(damage > explosion_point)
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for(var/mob/living/mob in living_mob_list)
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if(istype(mob, /mob/living/carbon/human))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
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mob.apply_effect(rads, IRRADIATE)
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if(mob.loc.z == loc.z)
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if(istype(mob, /mob/living/carbon/human))
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//Hilariously enough, running into a closet should make you get hit the hardest.
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mob:hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
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var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(mob, src) + 1) )
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mob.apply_effect(rads, IRRADIATE)
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explode()
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else
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