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https://github.com/ParadiseSS13/Paradise.git
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288 lines
11 KiB
Plaintext
288 lines
11 KiB
Plaintext
//TODO: Flash range does nothing currently
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#define CREAK_DELAY 5 SECONDS //Time taken for the creak to play after explosion, if applicable.
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#define DEVASTATION_PROB 30 //The probability modifier for devistation, maths!
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#define HEAVY_IMPACT_PROB 5 //ditto
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#define FAR_UPPER 60 //Upper limit for the far_volume, distance, clamped.
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#define FAR_LOWER 40 //lower limit for the far_volume, distance, clamped.
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#define PROB_SOUND 75 //The probability modifier for a sound to be an echo, or a far sound. (0-100)
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#define SHAKE_CLAMP 2.5 //The limit for how much the camera can shake for out of view booms.
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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 = null, breach = TRUE)
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epicenter = get_turf(epicenter)
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if(!epicenter)
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return
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// Archive the uncapped explosion for the doppler array
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var/orig_dev_range = devastation_range
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var/orig_heavy_range = heavy_impact_range
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var/orig_light_range = light_impact_range
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var/orig_max_distance = max(devastation_range, heavy_impact_range, light_impact_range, flash_range, flame_range)
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if(!ignorecap)
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// Clamp all values to MAX_EXPLOSION_RANGE
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devastation_range = min(GLOB.configuration.general.bomb_cap / 4, devastation_range)
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heavy_impact_range = min(GLOB.configuration.general.bomb_cap / 2, heavy_impact_range)
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light_impact_range = min(GLOB.configuration.general.bomb_cap, light_impact_range)
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flash_range = min(GLOB.configuration.general.bomb_cap, flash_range)
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flame_range = min(GLOB.configuration.general.bomb_cap, flame_range)
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var/max_range = max(devastation_range, heavy_impact_range, light_impact_range, flame_range)
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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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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: [cause])" : ""] [ADMIN_COORDJMP(epicenter)] ")
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log_game("Explosion with size ([devastation_range], [heavy_impact_range], [light_impact_range], [flame_range]) in area [epicenter.loc.name] [cause ? "(Cause: [cause])" : ""] [COORD(epicenter)] ")
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/z0 = epicenter.z
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// Play sounds; we want sounds to be different depending on distance so we will manually do it ourselves.
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// Stereo users will also hear the direction of the explosion!
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// Calculate far explosion sound range. Only allow the sound effect for heavy/devastating explosions.
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// 3/7/14 will calculate to 80 + 35
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var/far_dist = 0
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far_dist += heavy_impact_range * 15
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far_dist += devastation_range * 20
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if(!silent)
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var/frequency = get_rand_frequency()
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var/sound/explosion_sound = sound(get_sfx("explosion"))
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var/sound/far_explosion_sound = sound('sound/effects/explosionfar.ogg')
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var/sound/creaking_explosion_sound = sound(get_sfx("explosion_creaking"))
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var/sound/hull_creaking_sound = sound(get_sfx("hull_creaking"))
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var/sound/explosion_echo_sound = sound('sound/effects/explosion_distant.ogg')
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var/on_station = is_station_level(epicenter.z)
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var/creaking_explosion = FALSE
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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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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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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(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, /mob/proc/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(heavy_impact_range > 1)
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var/datum/effect_system/explosion/E
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if(smoke)
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E = new /datum/effect_system/explosion/smoke
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else
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E = new
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E.set_up(epicenter)
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E.start()
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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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if(T.density && T.explosion_block)
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cached_exp_block[T] += 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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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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var/dist = HYPOTENUSE(T.x, T.y, x0, y0)
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if(GLOB.configuration.general.reactionary_explosions)
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var/turf/Trajectory = T
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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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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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//------- TURF FIRES -------
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if(T)
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if(flame_dist && prob(40) && !istype(T, /turf/space) && !T.density)
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new /obj/effect/hotspot(T) //Mostly for ambience!
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if(dist > 0)
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if(istype(T, /turf/simulated))
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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(3)
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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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//Machines which report explosions.
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for(var/array in GLOB.doppler_arrays)
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if(!array)
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continue
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if(istype(array, /obj/machinery/doppler_array))
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var/obj/machinery/doppler_array/Array = array
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Array.sense_explosion(x0,y0,z0,devastation_range,heavy_impact_range,light_impact_range,took,orig_dev_range,orig_heavy_range,orig_light_range)
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if(istype(array, /obj/item/clothing/head/helmet/space/hardsuit/rd))
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var/obj/item/clothing/head/helmet/space/hardsuit/rd/Helm_Array = array
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Helm_Array.sense_explosion(x0,y0,z0,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(2)
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/client/proc/check_bomb_impacts()
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set name = "Check Bomb Impact"
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set category = "Debug"
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var/newmode = alert("Use reactionary explosions?","Check Bomb Impact", "Yes", "No")
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var/turf/epicenter = get_turf(mob)
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if(!epicenter)
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return
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var/dev = 0
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var/heavy = 0
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var/light = 0
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var/list/choices = list("Small Bomb","Medium Bomb","Big Bomb","Custom Bomb")
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var/choice = input("Bomb Size?") in choices
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switch(choice)
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if(null)
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return 0
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if("Small Bomb")
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dev = 1
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heavy = 2
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light = 3
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if("Medium Bomb")
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dev = 2
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heavy = 3
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light = 4
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if("Big Bomb")
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dev = 3
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heavy = 5
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light = 7
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if("Custom Bomb")
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dev = input("Devestation range (Tiles):") as num
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heavy = input("Heavy impact range (Tiles):") as num
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light = input("Light impact range (Tiles):") as num
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var/max_range = max(dev, heavy, light)
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var/x0 = epicenter.x
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var/y0 = epicenter.y
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var/list/wipe_colours = list()
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for(var/turf/T in spiral_range_turfs(max_range, epicenter))
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wipe_colours += T
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var/dist = HYPOTENUSE(T.x, T.y, x0, y0)
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if(newmode == "Yes")
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var/turf/TT = T
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while(TT != epicenter)
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TT = get_step_towards(TT,epicenter)
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if(TT.density)
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dist += TT.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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dist += the_block == EXPLOSION_BLOCK_PROC ? O.GetExplosionBlock() : the_block
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if(dist < dev)
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T.color = "red"
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T.maptext = "Dev"
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else if(dist < heavy)
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T.color = "yellow"
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T.maptext = "Heavy"
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else if(dist < light)
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T.color = "blue"
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T.maptext = "Light"
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else
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continue
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sleep(100)
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for(var/turf/T in wipe_colours)
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T.color = null
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T.maptext = ""
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#undef CREAK_DELAY
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#undef DEVASTATION_PROB
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#undef HEAVY_IMPACT_PROB
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#undef FAR_UPPER
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#undef FAR_LOWER
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#undef PROB_SOUND
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#undef SHAKE_CLAMP
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#undef FREQ_UPPER
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#undef FREQ_LOWER
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