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Recursive explosion resistance values for walls, space tiles, grilles and airlocks tweaked
Lattices now spawn properly when a floor tile is destroyed by an explosion. Probabilities involved tweaked
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@@ -82,19 +82,19 @@ var/list/wood_icons = list("wood","wood-broken")
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if(1.0)
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src.ChangeTurf(/turf/space)
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if(2.0)
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switch(pick(1,2;75,3))
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switch(pick(40;1,40;2,3))
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if (1)
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src.ReplaceWithLattice()
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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src.ReplaceWithLattice()
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if(2)
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src.ChangeTurf(/turf/space)
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if(3)
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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if(prob(80))
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src.break_tile_to_plating()
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else
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src.break_tile()
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src.hotspot_expose(1000,CELL_VOLUME)
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if(prob(33)) new /obj/item/stack/sheet/metal(src)
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if(3.0)
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if (prob(50))
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src.break_tile()
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@@ -338,7 +338,8 @@
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/turf/proc/ReplaceWithLattice()
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src.ChangeTurf(/turf/space)
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new /obj/structure/lattice( locate(src.x, src.y, src.z) )
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spawn()
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new /obj/structure/lattice( locate(src.x, src.y, src.z) )
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/turf/proc/kill_creatures(mob/U = null)//Will kill people/creatures and damage mechs./N
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//Useful to batch-add creatures to the list.
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