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515 compat 2, ./proc/ boogaloo (#19688)
* 515 compat 2, ./proc/ boogaloo * ASYNC * further CI checks * aa * lol escape this / pls * more of them * no idea why but this is scuffed so
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@@ -480,7 +480,7 @@
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if(stat & (NOPOWER | BROKEN))
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return FALSE
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if(!second_pass) //The first time, we just cut overlays
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addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.flicker, TRUE), 1)
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addtimer(CALLBACK(src, PROC_REF(flicker), TRUE), 1)
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cut_overlays()
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managed_overlays = null
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// APC power distruptions have a chance to propogate to other machines on its network
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@@ -492,7 +492,7 @@
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M.flicker()
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else
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flick("apcemag", src) //Second time we cause the APC to update its icon, then add a timer to update icon later
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addtimer(CALLBACK(src, /obj/machinery/power/apc/proc.update_icon, TRUE), 10)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, update_icon), TRUE), 10)
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return TRUE
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@@ -992,7 +992,7 @@
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else if(isliving(target))//If we got a fleshbag on our hands
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var/mob/living/creature = target
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creature.set_shocked()
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addtimer(CALLBACK(creature, /mob/living/proc/reset_shocked), 10)
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addtimer(CALLBACK(creature, TYPE_PROC_REF(/mob/living, reset_shocked)), 10)
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//3 shots a human with no resistance. 2 to crit, one to death. This is at at least 10000 power.
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//There's no increase after that because the input power is effectivly capped at 10k
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//Does 1.5 damage at the least
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@@ -334,7 +334,7 @@
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if(closest_type == LIVING)
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var/mob/living/closest_mob = closest_atom
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closest_mob.set_shocked()
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addtimer(CALLBACK(closest_mob, /mob/living/proc/reset_shocked), 10)
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addtimer(CALLBACK(closest_mob, TYPE_PROC_REF(/mob/living, reset_shocked)), 10)
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var/shock_damage = (zap_flags & ZAP_MOB_DAMAGE) ? (min(round(power / 600), 90) + rand(-5, 5)) : 0
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closest_mob.electrocute_act(shock_damage, source, 1, SHOCK_TESLA | ((zap_flags & ZAP_MOB_STUN) ? NONE : SHOCK_NOSTUN))
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if(issilicon(closest_mob))
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