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Adds ghost notification when the singularity is (likely) loose. (#20826)
* let you know when it's (probably) loose * better checks * guh * bwaaah * Update code/modules/power/singularity/singularity.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> --------- Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
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@@ -117,6 +117,9 @@
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/obj/singularity/narsie/singularity_act() //handled in /obj/singularity/proc/consume
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return
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/obj/singularity/narsie/notify_dead()
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return
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/obj/singularity/narsie/proc/pickcultist() //Narsie rewards his cultists with being devoured first, then picks a ghost to follow. --NEO
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var/list/cultists = list()
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var/list/noncultists = list()
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@@ -27,6 +27,8 @@
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var/consumedSupermatter = FALSE //If the singularity has eaten a supermatter shard and can go to stage six
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var/warps_projectiles = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
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/// Whether or not we've pinged ghosts
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var/isnt_shutting_down = FALSE
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/obj/singularity/Initialize(mapload, starting_energy = 50)
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. = ..()
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@@ -217,6 +219,7 @@
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dissipate_delay = 10
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dissipate_track = 0
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dissipate_strength = 10
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notify_dead()
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if(STAGE_FIVE)//this one also lacks a check for gens because it eats everything
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current_size = STAGE_FIVE
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icon = 'icons/effects/288x288.dmi'
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@@ -416,6 +419,22 @@
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C.IgniteMob()
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return
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/obj/singularity/proc/notify_dead()
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if(isnt_shutting_down)
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return
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notify_ghosts(
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"IT'S LOOSE",
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ghost_sound = 'sound/machines/warning-buzzer.ogg',
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source = src,
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action = NOTIFY_FOLLOW,
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flashwindow = FALSE,
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title = "IT'S LOOSE",
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alert_overlay = image(icon='icons/obj/singularity.dmi', icon_state="singularity_s1")
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)
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isnt_shutting_down = TRUE
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/obj/singularity/proc/mezzer()
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for(var/mob/living/carbon/M in oviewers(8, src))
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