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Recasts objects to avoid usage of :
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@@ -139,10 +139,11 @@
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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(mob.loc.z == loc.z)
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if(loc.z == mob.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/mob/living/carbon/human/H = mob
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H.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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@@ -333,7 +334,8 @@
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if(!X:anchored) //unanchored objects pulled twice as fast
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step_towards(X,src)
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if(istype(X, /obj/structure/window)) //shatter windows
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X.ex_act(2.0)
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var/obj/structure/window/W = X
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W.ex_act(2.0)
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else if(istype(X,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = X
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if(istype(H.shoes,/obj/item/clothing/shoes/magboots))
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