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Enhances AI some more.
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@@ -84,25 +84,7 @@
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// Some apply to those within zap range, others if they were a bit farther away.
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for(var/mob/living/L in view(5, T))
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if(get_dist(L, T) <= LIGHTNING_ZAP_RANGE) // They probably got zapped.
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// The actual damage/electrocution is handled by tesla_zap().
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L.Paralyse(5)
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L.stuttering += 20
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L.make_jittery(150)
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L.emp_act(1)
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to_chat(L, span("critical", "You've been struck by lightning!"))
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// If a non-player simplemob was struck, inflict huge damage.
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// If the damage is fatal, the SA is turned to ash.
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if(istype(L, /mob/living/simple_animal) && !L.key)
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var/mob/living/simple_animal/SA = L
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SA.adjustFireLoss(200)
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SA.updatehealth()
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if(SA.health <= 0) // Might be best to check/give simple_mobs siemens when this gets ported to new mobs.
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SA.visible_message(span("critical", "\The [SA] disintegrates into ash!"))
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SA.ash()
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continue // No point deafening something that wont exist.
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if(istype(L, /mob/living/simple
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L.lightning_act()
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// Deafen them.
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if(L.get_ear_protection() < 2)
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