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https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Refactor explosion() (#31358)
* Refactor explosions * Small change * Final refactors * A * Helps for a very minor amount * I'm silly * Contra review * Bring back this refactor * Emerallddddd
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@@ -8,14 +8,14 @@
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#define FREQ_UPPER 40 //The upper limit for the randomly selected frequency.
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#define FREQ_LOWER 25 //The lower of the above.
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/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = 1, ignorecap = 0, flame_range = 0, silent = 0, smoke = 1, cause = "Unknown Cause!", breach = TRUE)
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/proc/explosion(turf/epicenter, devastation_range, heavy_impact_range, light_impact_range, flash_range, adminlog = TRUE, ignorecap = FALSE, flame_range = 0, silent = FALSE, cause = "Unknown Cause!", breach = TRUE, investigate_logging = FALSE)
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epicenter = get_turf(epicenter)
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if(!epicenter)
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return
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// If we are in end round, make explosions gib the user
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// Why? Its funny
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if(GLOB.disable_explosions && usr && istype(usr, /mob/living/carbon/human))
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if(GLOB.disable_explosions && istype(usr, /mob/living/carbon/human))
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to_chat(usr, SPAN_USERDANGER("Your explosive backfires!"))
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var/mob/living/carbon/human/H = usr
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H.gib() // lol
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@@ -46,7 +46,7 @@
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spawn(0)
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var/watch = start_watch()
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var/list/cached_exp_block = list()
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var/alist/cached_exp_block = alist()
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if(adminlog)
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message_admins("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] (Cause: [cause]) [ADMIN_COORDJMP(epicenter)] ")
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@@ -79,48 +79,51 @@
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if(prob(devastation_range * DEVASTATION_PROB + heavy_impact_range * HEAVY_IMPACT_PROB) && on_station) // Huge explosions are near guaranteed to make the station creak and whine, smaller ones might.
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creaking_explosion = TRUE // prob over 100 always returns true
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for(var/MN in GLOB.player_list)
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var/mob/M = MN
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// Double check for client
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for(var/mob/M as anything in GLOB.player_list)
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var/turf/M_turf = get_turf(M)
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if(M_turf && M_turf.z == z0)
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var/dist = get_dist(M_turf, epicenter)
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if(isliving(M) && dist <= flash_range && !HAS_TRAIT(M, TRAIT_EXPLOSION_PROOF))
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var/mob/living/to_flash = M
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var/is_very_close_to_the_explosion = flash_range > (dist * 2)
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to_flash.flash_eyes(is_very_close_to_the_explosion * 2, is_very_close_to_the_explosion, is_very_close_to_the_explosion) // Gets past sunglasses
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var/baseshakeamount
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if(orig_max_distance - dist > 0)
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baseshakeamount = sqrt((orig_max_distance - dist) * 0.1)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound)
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if(baseshakeamount > 0)
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shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
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if(creaking_explosion)
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
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else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
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else
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
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if(M_turf.z != z0)
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continue
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if(baseshakeamount > 0 || devastation_range)
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if(!baseshakeamount) // Devastating explosions rock the station and ground
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baseshakeamount = devastation_range * 3
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
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var/echo_volume = 40
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if(devastation_range)
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baseshakeamount = devastation_range
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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echo_volume = 60
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M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
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var/dist = get_dist(M_turf, epicenter)
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if(isliving(M) && dist <= flash_range && !HAS_TRAIT(M, TRAIT_EXPLOSION_PROOF))
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var/mob/living/to_flash = M
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var/is_very_close_to_the_explosion = (dist * 2) < flash_range
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to_flash.flash_eyes(is_very_close_to_the_explosion * 2, is_very_close_to_the_explosion, is_very_close_to_the_explosion) // Gets past sunglasses
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if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
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addtimer(CALLBACK(M, TYPE_PROC_REF(/mob, playsound_local), epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
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var/baseshakeamount
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if(orig_max_distance - dist > 0)
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baseshakeamount = sqrt((orig_max_distance - dist) * 0.1)
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// If inside the blast radius + world.view - 2
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if(dist <= round(max_range + world.view - 2, 1))
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M.playsound_local(epicenter, null, 100, 1, frequency, S = explosion_sound)
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if(baseshakeamount)
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shake_camera(M, 25, clamp(baseshakeamount, 0, 10))
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// You hear a far explosion if you're outside the blast radius. Small bombs shouldn't be heard all over the station.
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else if(dist <= far_dist)
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var/far_volume = clamp(far_dist / 2, FAR_LOWER, FAR_UPPER) // Volume is based on explosion size and dist
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if(creaking_explosion)
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = creaking_explosion_sound, distance_multiplier = 0)
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else if(prob(PROB_SOUND)) // Sound variety during meteor storm/tesloose/other bad event
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = far_explosion_sound, distance_multiplier = 0) // Far sound
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else
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M.playsound_local(epicenter, null, far_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0) // Echo sound
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if(baseshakeamount > 0 || devastation_range)
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if(!baseshakeamount) // Devastating explosions rock the station and ground
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baseshakeamount = devastation_range * 3
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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else if(!isspaceturf(get_turf(M)) && heavy_impact_range) // Big enough explosions echo throughout the hull
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var/echo_volume = 40
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if(devastation_range)
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baseshakeamount = devastation_range
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shake_camera(M, 10, clamp(baseshakeamount * 0.25, 0, SHAKE_CLAMP))
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echo_volume = 60
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M.playsound_local(epicenter, null, echo_volume, 1, frequency, S = explosion_echo_sound, distance_multiplier = 0)
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if(creaking_explosion) // 5 seconds after the bang, the station begins to creak
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addtimer(CALLBACK(M, TYPE_PROC_REF(/mob, playsound_local), epicenter, null, rand(FREQ_LOWER, FREQ_UPPER), 1, frequency, null, null, FALSE, hull_creaking_sound, 0), CREAK_DELAY)
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if(devastation_range > 0)
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new /obj/effect/temp_visual/explosion(epicenter, max_range, FALSE, TRUE)
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@@ -132,21 +135,22 @@
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var/list/affected_turfs = spiral_range_turfs(max_range, epicenter)
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if(GLOB.configuration.general.reactionary_explosions)
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for(var/A in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
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var/turf/T = A
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cached_exp_block[T] = 0
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for(var/turf/T as anything in affected_turfs) // we cache the explosion block rating of every turf in the explosion area
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var/blocked = 0
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if(T.density && T.explosion_block)
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cached_exp_block[T] += T.explosion_block
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blocked += T.explosion_block
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for(var/obj/O in T)
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var/the_block = O.explosion_block
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cached_exp_block[T] += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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blocked += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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// Only add item to the list if it actually blocks
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if(blocked != 0)
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cached_exp_block[T] = blocked
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CHECK_TICK
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for(var/A in affected_turfs)
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var/turf/T = A
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if(!T)
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continue
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for(var/turf/T as anything in affected_turfs)
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var/dist = HYPOTENUSE(T.x, T.y, x0, y0)
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if(GLOB.configuration.general.reactionary_explosions)
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@@ -154,63 +158,57 @@
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while(Trajectory != epicenter)
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Trajectory = get_step_towards(Trajectory, epicenter)
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dist += cached_exp_block[Trajectory]
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if(dist > max_range)
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break
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var/flame_dist = 0
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// var/throw_dist = max_range - dist
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if(dist < flame_range)
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flame_dist = 1
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if(dist < devastation_range) dist = 1
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else if(dist < heavy_impact_range) dist = 2
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else if(dist < light_impact_range) dist = 3
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else dist = 0
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var/explosion_strength = EXPLODE_NONE
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if(dist < devastation_range)
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explosion_strength = EXPLODE_DEVASTATE
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else if(dist < heavy_impact_range)
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explosion_strength = EXPLODE_HEAVY
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else if(dist < light_impact_range)
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explosion_strength = EXPLODE_LIGHT
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//------- TURF FIRES -------
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if(T)
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if(flame_dist && prob(40) && !isspaceturf(T) && !T.density)
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var/obj/effect/hotspot/hotspot = new /obj/effect/hotspot/fake(T) //Mostly for ambience!
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hotspot.temperature = 1000
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hotspot.recolor()
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if(dist > 0)
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if(issimulatedturf(T))
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var/turf/simulated/S = T
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var/affecting_level
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if(dist == 1)
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affecting_level = 1
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else
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affecting_level = S.is_shielded() ? 2 : (S.intact ? 2 : 1)
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for(var/atom in S.contents) //bypass type checking since only atom can be contained by turfs anyway
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var/atom/AM = atom
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if(!QDELETED(AM) && AM.simulated)
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if(AM.level >= affecting_level)
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AM.ex_act(dist)
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else
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for(var/atom in T.contents) //see above
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var/atom/AM = atom
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if(!QDELETED(AM) && AM.simulated)
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AM.ex_act(dist)
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CHECK_TICK
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if(breach)
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T.ex_act(dist)
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else
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T.ex_act(EXPLODE_LIGHT)
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if((dist < flame_range) && prob(40) && !isspaceturf(T) && !T.density)
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var/obj/effect/hotspot/hotspot = new /obj/effect/hotspot/fake(T) //Mostly for ambience!
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hotspot.temperature = 1000
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hotspot.recolor()
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CHECK_TICK
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if(explosion_strength == EXPLODE_NONE)
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continue
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if(breach)
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T.ex_act(explosion_strength)
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else
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T.ex_act(EXPLODE_LIGHT)
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if(!issimulatedturf(T))
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for(var/atom/AM as anything in T)
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if(!QDELETED(AM) && AM.simulated)
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AM.ex_act(explosion_strength)
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CHECK_TICK
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continue
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var/turf/simulated/S = T
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var/affecting_level = 1
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if(explosion_strength == EXPLODE_DEVASTATE)
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affecting_level = 1
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else if(S.is_shielded() || S.intact)
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affecting_level = 2
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for(var/atom/AM as anything in S)
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if(!QDELETED(AM) && AM.simulated && (AM.level >= affecting_level))
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AM.ex_act(explosion_strength)
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CHECK_TICK
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var/took = stop_watch(watch)
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//You need to press the DebugGame verb to see these now....they were getting annoying and we've collected a fair bit of data. Just -test- changes to explosion code using this please so we can compare
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log_world("## DEBUG: Explosion([x0],[y0],[z0])(d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.")
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// Log this to the investigate log because we have no better place
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epicenter.investigate_log("## DEBUG: Explosion([x0],[y0],[z0]) - (d[devastation_range],h[heavy_impact_range],l[light_impact_range]): Took [took] seconds.", INVESTIGATE_BOMB)
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SEND_GLOBAL_SIGNAL(COMSIG_GLOB_EXPLOSION, epicenter, devastation_range, heavy_impact_range, light_impact_range, took, orig_dev_range, orig_heavy_range, orig_light_range)
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return 1
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/proc/secondaryexplosion(turf/epicenter, range)
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for(var/turf/tile in spiral_range_turfs(range, epicenter))
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tile.ex_act(EXPLODE_HEAVY)
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return TRUE
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USER_VERB(check_bomb_impact, R_DEBUG, "Check Bomb Impact", "Test bomb impact ranges.", VERB_CATEGORY_DEBUG)
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var/newmode = alert(client, "Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
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