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New to init final (#17512)
* Initial * some more * next few * only light left * fix things up * some rmore fixes * guh * Update ai_vr.dm * comment * lets try something * . * hmm * . * . * hmm * push that here * fix layout * grrr
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@@ -37,7 +37,8 @@
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light_impact = 7
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flash_range = 7
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/obj/item/syndie/c4explosive/New()
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/obj/item/syndie/c4explosive/Initialize(mapload)
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. = ..()
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var/K = rand(1,2000)
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K = md5(num2text(K)+name)
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K = copytext(K,1,7)
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@@ -51,8 +52,11 @@
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playsound(src, 'sound/weapons/armbomb.ogg', 75, 1)
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for(var/mob/O in hearers(src, null))
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O.show_message("[icon2html(src, O.client)] " + span_warning(" The [src.name] beeps!"))
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sleep(50)
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explosion(get_turf(src), devastate, heavy_impact, light_impact, flash_range)
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addtimer(CALLBACK(src, PROC_REF(do_detonate)), 5 SECONDS, TIMER_DELETE_ME)
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/obj/item/syndie/c4explosive/proc/do_detonate()
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SHOULD_NOT_OVERRIDE(TRUE)
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PRIVATE_PROC(TRUE)
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for(var/dirn in cardinal) //This is to guarantee that C4 at least breaks down all immediately adjacent walls and doors.
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var/turf/simulated/wall/T = get_step(src,dirn)
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if(locate(/obj/machinery/door/airlock) in T)
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