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Radiation Refactor (#15331)
* First Commit * visible radiation and engine goggles * correction * t-ray fix * further adjustments and fixups * gieger addition and cleaning fixup * yet more fixes * styling fixes * fixes * human glowing fix * do the merge conflict avoidance dance * Update supermatter.dm * supermatter rads * mapping in * radiation doors * yeah yeah line endings * clean up * styling issues * showers
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@@ -116,7 +116,7 @@
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// it might mean we are stuck in a corner somewere. So move around to try to expand.
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move()
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if(current_size >= STAGE_TWO)
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pulse()
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radiation_pulse(src, min(5000, (energy * 4.5) + 1000), RAD_DISTANCE_COEFFICIENT * 0.5)
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if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
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event()
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eat()
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@@ -377,15 +377,13 @@
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/obj/singularity/proc/event()
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var/numb = pick(1,2,3,4,5,6)
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var/numb = rand(1, 4)
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switch(numb)
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if(1)//EMP
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if(1) //EMP
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emp_area()
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if(2,3)//tox damage all carbon mobs in area
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toxmob()
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if(4)//Stun mobs who lack optic scanners
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if(2) //Stun mobs who lack optic scanners
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mezzer()
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if(5,6) //Sets all nearby mobs on fire
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if(3, 4) //Sets all nearby mobs on fire
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if(current_size < STAGE_SIX)
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return 0
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combust_mobs()
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@@ -394,17 +392,6 @@
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return 1
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/obj/singularity/proc/toxmob()
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var/toxrange = 10
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var/radiation = 15
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var/radiationmin = 3
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if(energy>200)
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radiation += round((energy-150)/10,1)
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radiationmin = round((radiation/5),1)
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for(var/mob/living/M in view(toxrange, src.loc))
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
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/obj/singularity/proc/combust_mobs()
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for(var/mob/living/carbon/C in urange(20, src, 1))
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C.visible_message("<span class='warning'>[C]'s skin bursts into flame!</span>", \
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@@ -438,12 +425,6 @@
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empulse(src, 8, 10)
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return
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/obj/singularity/proc/pulse()
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for(var/obj/machinery/power/rad_collector/R in GLOB.rad_collectors)
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if(R.z == z && get_dist(R, src) <= 15) // Better than using orange() every process
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R.receive_pulse(energy)
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/obj/singularity/singularity_act()
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var/gain = (energy/2)
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var/dist = max((current_size - 2),1)
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