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Merge pull request #11285 from Fox-McCloud/elecrocution-refactor
Refactors Electrocution
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@@ -1171,6 +1171,6 @@
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shock_timer++
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if(shock_timer >= rand(5,30)) //Random shocks are wildly unpredictable
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shock_timer = 0
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M.electrocute_act(rand(5,20), "Teslium in their body", 1, 1) //Override because it's caused from INSIDE of you
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M.electrocute_act(rand(5, 20), "Teslium in their body", 1, TRUE) //Override because it's caused from INSIDE of you
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playsound(M, "sparks", 50, 1)
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return ..()
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@@ -376,9 +376,9 @@
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/datum/chemical_reaction/shock_explosion/on_reaction(datum/reagents/holder, created_volume)
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var/turf/T = get_turf(holder.my_atom)
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for(var/mob/living/carbon/C in view(min(8, round(created_volume * 2)), T))
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C.Beam(T,icon_state="lightning[rand(1,12)]",icon='icons/effects/effects.dmi',time=5) //What? Why are we beaming from the mob to the turf? Turf to mob generates really odd results.
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C.electrocute_act(3.5, "electrical blast")
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for(var/mob/living/L in view(min(8, round(created_volume * 2)), T))
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L.Beam(T, icon_state = "lightning[rand(1, 12)]", icon = 'icons/effects/effects.dmi', time = 5) //What? Why are we beaming from the mob to the turf? Turf to mob generates really odd results.
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L.electrocute_act(3.5, "electrical blast")
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holder.del_reagent("teslium") //Clear all remaining Teslium and Uranium, but leave all other reagents untouched.
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holder.del_reagent("uranium")
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