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Merge pull request #4880 from Novacat/nova-pathfinder
Miscellaneous Fixes.
This commit is contained in:
@@ -12,6 +12,7 @@
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/obj/item/weapon/storage/briefcase/clutch
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name = "clutch purse"
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desc = "A fashionable handheld bag typically used by women."
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icon = 'icons/obj/clothing/backpack.dmi' //VOREStation Edit - Wrong sprite location
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icon_state = "clutch"
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item_state_slots = list(slot_r_hand_str = "smpurse", slot_l_hand_str = "smpurse")
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force = 0
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@@ -564,5 +564,3 @@ var/datum/planet/sif/planet_sif = null
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return
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if(T.outdoors)
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radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))
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>>>>>>> 5fb77b3... Merge pull request #5791 from Neerti/looping_sounds
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>>>>>>> Adds Various Sounds, Looping Sound System
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@@ -164,6 +164,7 @@
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build_path = /obj/item/weapon/gun/energy/taser/xeno
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sort_string = "TBAAC"
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/* //VOREStation Edit
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// Phase Weapons
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/datum/design/item/weapon/phase_pistol
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id = "phasepistol"
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@@ -192,3 +193,4 @@
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materials = list(DEFAULT_WALL_MATERIAL = 10000, "glass" = 2000, "silver" = 1000, "diamond" = 750)
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build_path = /obj/item/weapon/gun/energy/phasegun/cannon
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sort_string = "TPAAD"
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*/
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@@ -95,7 +95,7 @@
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prob_fall = 25 //Chance goes down by this much each time it spawns one (not defining and prob_spawn 100 means they spawn as soon as one dies)
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guard = 40 //They'll stay within this range (not defining this disables them staying nearby and they will wander the map (and through step teleports))
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mobs_to_pick_from = list(
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/mob/living/simple_mob/vore/giant_snake
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/mob/living/simple_mob/animal/space/snake
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)
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/obj/tether_away_spawner/beach_outside_friendly
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@@ -164,6 +164,7 @@
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//Not going to do sunlight simulations here like virgo3b
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//So we just make the whole beach fullbright all the time
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dynamic_lighting = 0
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requires_power = 0
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/area/tether_away/beach/powershed
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name = "\improper Away Mission - Virgo 4 Coast PS"
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@@ -3130,7 +3130,6 @@
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/turf/simulated/floor/tiled/steel_grid,
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/area/engineering/engine_monitoring)
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"afT" = (
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/obj/structure/table/woodentable,
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/obj/effect/floor_decal/borderfloor{
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dir = 4
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},
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@@ -3138,7 +3137,7 @@
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icon_state = "bordercolor";
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dir = 4
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},
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/obj/item/device/camera,
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/obj/machinery/chemical_analyzer,
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/turf/simulated/floor/tiled,
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/area/tether/station/explorer_meeting)
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"afU" = (
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@@ -21923,6 +21922,7 @@
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/obj/effect/floor_decal/borderfloor,
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/obj/effect/floor_decal/corner/purple/border,
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/obj/item/weapon/paper_bin,
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/obj/item/device/camera,
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/turf/simulated/floor/tiled,
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/area/tether/station/explorer_meeting)
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"jDS" = (
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@@ -63,6 +63,7 @@
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//
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// The backup tether shuttle uses experimental engines and can degrade and/or crash!
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//
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/* //Disabling the crash mechanics per request
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/datum/shuttle/ferry/tether_backup
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crash_message = "Tether shuttle distress signal received. Shuttle location is approximately 200 meters from tether base."
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category = /datum/shuttle/ferry/tether_backup // So shuttle_controller.dm doesn't try and instantiate this type as an acutal mapped in shuttle.
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@@ -166,7 +167,7 @@
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wear = 20
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update_icon()
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return 1
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*/
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////////////////////////////////////////
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//////// Excursion Shuttle /////////////
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////////////////////////////////////////
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@@ -114,7 +114,10 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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WEATHER_RAIN = new /datum/weather/virgo3b/rain(),
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WEATHER_STORM = new /datum/weather/virgo3b/storm(),
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WEATHER_HAIL = new /datum/weather/virgo3b/hail(),
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WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon()
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WEATHER_BLOOD_MOON = new /datum/weather/virgo3b/blood_moon(),
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WEATHER_EMBERFALL = new /datum/weather/virgo3b/emberfall(),
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WEATHER_ASH_STORM = new /datum/weather/virgo3b/ash_storm(),
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WEATHER_FALLOUT = new /datum/weather/virgo3b/fallout()
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)
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roundstart_weather_chances = list(
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WEATHER_CLEAR = 30,
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@@ -201,6 +204,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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"It's starting to snow.",
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"The air feels much colder as snowflakes fall from above."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_snow
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indoor_sounds_type = /datum/looping_sound/weather/inside_snow
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/datum/weather/virgo3b/snow/process_effects()
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..()
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@@ -230,6 +235,8 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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"Strong winds howl around you as a blizzard appears.",
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"It starts snowing heavily, and it feels extremly cold now."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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/datum/weather/virgo3b/blizzard/process_effects()
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..()
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@@ -436,3 +443,106 @@ var/datum/planet/virgo3b/planet_virgo3b = null
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transition_messages = list(
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"The sky turns blood red!"
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Ash and embers fall forever, such as from a volcano or something.
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/datum/weather/virgo3b/emberfall
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name = "emberfall"
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icon_state = "ashfall_light"
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light_modifier = 0.7
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light_color = "#880000"
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temp_high = 293.15 // 20c
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temp_low = 283.15 // 10c
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flight_failure_modifier = 20
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transition_chances = list(
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WEATHER_EMBERFALL = 100
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)
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observed_message = "Soot, ash, and embers float down from above."
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transition_messages = list(
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"Gentle embers waft down around you like grotesque snow."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// Like the above but a lot more harmful.
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/datum/weather/virgo3b/ash_storm
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name = "ash storm"
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icon_state = "ashfall_heavy"
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light_modifier = 0.1
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light_color = "#FF0000"
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temp_high = 323.15 // 50c
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temp_low = 313.15 // 40c
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flight_failure_modifier = 50
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transition_chances = list(
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WEATHER_ASH_STORM = 100
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)
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observed_message = "All that can be seen is black smoldering ash."
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transition_messages = list(
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"Smoldering clouds of scorching ash billow down around you!"
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)
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// Lets recycle.
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outdoor_sounds_type = /datum/looping_sound/weather/outside_blizzard
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indoor_sounds_type = /datum/looping_sound/weather/inside_blizzard
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/datum/weather/virgo3b/ash_storm/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to burn them with ash.
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L.inflict_heat_damage(rand(1, 3))
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// Totally radical.
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/datum/weather/virgo3b/fallout
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name = "fallout"
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icon_state = "fallout"
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light_modifier = 0.7
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light_color = "#CCFFCC"
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flight_failure_modifier = 30
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transition_chances = list(
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WEATHER_FALLOUT = 100
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)
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observed_message = "Radioactive soot and ash rains down from the heavens."
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transition_messages = list(
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"Radioactive soot and ash start to float down around you, contaminating whatever they touch."
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)
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outdoor_sounds_type = /datum/looping_sound/weather/wind
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indoor_sounds_type = /datum/looping_sound/weather/wind/indoors
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// How much radiation a mob gets while on an outside tile.
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var/direct_rad_low = RAD_LEVEL_LOW
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var/direct_rad_high = RAD_LEVEL_MODERATE
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// How much radiation is bursted onto a random tile near a mob.
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var/fallout_rad_low = RAD_LEVEL_HIGH
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var/fallout_rad_high = RAD_LEVEL_VERY_HIGH
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/datum/weather/virgo3b/fallout/process_effects()
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..()
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for(var/thing in living_mob_list)
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var/mob/living/L = thing
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if(L.z in holder.our_planet.expected_z_levels)
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irradiate_nearby_turf(L)
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var/turf/T = get_turf(L)
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if(!T.outdoors)
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continue // They're indoors, so no need to irradiate them with fallout.
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L.rad_act(rand(direct_rad_low, direct_rad_high))
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// This makes random tiles near people radioactive for awhile.
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// Tiles far away from people are left alone, for performance.
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/datum/weather/virgo3b/fallout/proc/irradiate_nearby_turf(mob/living/L)
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if(!istype(L))
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return
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var/list/turfs = RANGE_TURFS(world.view, L)
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var/turf/T = pick(turfs) // We get one try per tick.
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if(!istype(T))
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return
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if(T.outdoors)
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radiation_repository.radiate(T, rand(fallout_rad_low, fallout_rad_high))
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