Fixes SM stuff

This commit is contained in:
Yoshax
2017-05-22 16:46:25 +01:00
parent e5ebd3a56d
commit 4dd0bb9bbe
+5 -5
View File
@@ -100,9 +100,10 @@
grav_pulling = 1
exploded = 1
var/turf/TS = get_turf(src) // The turf supermatter is on. SM being in a locker, mecha, or other container shouldn't block it's effects that way.
radiation_repository.z_radiate(TS, DETONATION_RADS)
radiation_repository.z_radiate(TS, DETONATION_RADS)
if(!TS)
return
for(var/z in GetConnectedZlevels(TS.z))
radiation_repository.z_radiate(locate(1, 1, z), DETONATION_RADS, 1)
for(var/mob/living/mob in living_mob_list)
var/turf/T = get_turf(mob)
if(T && (loc.z == T.z))
@@ -111,7 +112,7 @@
var/mob/living/carbon/human/H = mob
H.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(mob, src) + 1)) ) )
spawn(pull_time)
explosion(get_turf(src), explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
explosion(TS, explosion_power, explosion_power * 2, explosion_power * 3, explosion_power * 4, 1)
qdel(src)
return
@@ -389,7 +390,6 @@
var/rads = 500
radiation_repository.radiate(src, rads)
/obj/machinery/power/supermatter/proc/supermatter_pull()
//following is adapted from singulo code
if(defer_powernet_rebuild != 2)