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@@ -1,5 +1,14 @@
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#define TESLA_DEFAULT_POWER 1738260
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#define TESLA_MINI_POWER 869130
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//Zap constants, speeds up targeting
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#define BIKE (COIL + 1)
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#define COIL (ROD + 1)
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#define ROD (RIDE + 1)
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#define RIDE (LIVING + 1)
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#define LIVING (MACHINERY + 1)
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#define MACHINERY (BLOB + 1)
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#define BLOB (STRUCTURE + 1)
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#define STRUCTURE (1)
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/obj/singularity/energy_ball
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name = "energy ball"
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@@ -32,6 +41,9 @@
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/obj/singularity/energy_ball/ex_act(severity, target)
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return
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/obj/singularity/energy_ball/consume(severity, target)
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return
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/obj/singularity/energy_ball/Destroy()
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if(orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/EB = orbiting.parent
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@@ -39,7 +51,7 @@
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for(var/ball in orbiting_balls)
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var/obj/singularity/energy_ball/EB = ball
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qdel(EB)
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QDEL_NULL(EB)
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. = ..()
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@@ -55,12 +67,12 @@
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move_the_basket_ball(4 + orbiting_balls.len * 1.5)
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, 1, extrarange = 30)
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playsound(src.loc, 'sound/magic/lightningbolt.ogg', 100, TRUE, extrarange = 30)
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pixel_x = 0
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pixel_y = 0
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tesla_zap(src, 7, TESLA_DEFAULT_POWER, TRUE)
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tesla_zap(src, 7, TESLA_DEFAULT_POWER)
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pixel_x = -32
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pixel_y = -32
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@@ -73,7 +85,7 @@
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/obj/singularity/energy_ball/examine(mob/user)
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. = ..()
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if(orbiting_balls.len)
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. += "The amount of orbiting mini-balls is [orbiting_balls.len]."
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. += "There are [orbiting_balls.len] mini-balls orbiting it."
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/obj/singularity/energy_ball/proc/move_the_basket_ball(var/move_amount)
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@@ -96,7 +108,7 @@
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energy_to_lower = energy_to_raise - 20
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energy_to_raise = energy_to_raise * 1.25
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playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, 1, extrarange = 30)
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playsound(src.loc, 'sound/magic/lightning_chargeup.ogg', 100, TRUE, extrarange = 30)
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addtimer(CALLBACK(src, .proc/new_mini_ball), 100)
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else if(energy < energy_to_lower && orbiting_balls.len)
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@@ -132,22 +144,19 @@
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/obj/singularity/energy_ball/attack_tk(mob/user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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log_game("[key_name(C)] has been disintegrated by a telekenetic grab on a tesla ball.</span>")
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to_chat(C, "<span class='userdanger'>That was a shockingly dumb idea.</span>")
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C.visible_message("<span class='userdanger'>A bright flare of lightning is seen from [C]'s head, shortly before you hear a sickening sizzling!</span>")
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var/obj/item/organ/brain/rip_u = locate(/obj/item/organ/brain) in C.internal_organs
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rip_u.Remove()
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C.ghostize(0)
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qdel(rip_u)
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return
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return ..()
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C.death()
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/obj/singularity/energy_ball/orbit(obj/singularity/energy_ball/target)
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if (istype(target))
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target.orbiting_balls += src
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GLOB.poi_list -= src
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target.dissipate_strength = target.orbiting_balls.len
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. = ..()
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/obj/singularity/energy_ball/stop_orbit()
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if (orbiting && istype(orbiting.parent, /obj/singularity/energy_ball))
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var/obj/singularity/energy_ball/orbitingball = orbiting.parent
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@@ -171,20 +180,19 @@
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var/mob/living/carbon/C = A
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C.dust()
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/proc/tesla_zap(atom/source, zap_range = 3, power, tesla_flags = TESLA_DEFAULT_FLAGS, list/shocked_targets)
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/proc/tesla_zap(atom/source, zap_range = 3, power, zap_flags = ZAP_DEFAULT_FLAGS, list/shocked_targets)
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if(QDELETED(source))
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return
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. = source.dir
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if(power < 1000)
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return
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var/closest_dist = 0
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var/closest_atom
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var/obj/machinery/power/tesla_coil/closest_tesla_coil
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var/obj/machinery/power/grounding_rod/closest_grounding_rod
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var/mob/living/closest_mob
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var/obj/machinery/closest_machine
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var/obj/structure/closest_structure
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var/obj/structure/blob/closest_blob
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var/static/things_to_shock = typecacheof(list(/obj/machinery, /mob/living, /obj/structure))
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/*
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THIS IS SO FUCKING UGLY AND I HATE IT, but I can't make it nice without making it slower, check*N rather then n. So we're stuck with it.
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*/
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var/atom/closest_atom
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var/closest_type = 0
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var/static/things_to_shock = typecacheof(list(/obj/machinery, /mob/living, /obj/structure, /obj/vehicle/ridden))
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var/static/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
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/obj/machinery/power/emitter,
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/obj/machinery/field/generator,
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@@ -205,112 +213,133 @@
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/obj/machinery/gateway,
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/obj/structure/lattice,
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/obj/structure/grille,
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/obj/machinery/the_singularitygen/tesla,
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/obj/structure/frame/machine))
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for(var/A in typecache_filter_multi_list_exclusion(oview(source, zap_range+2), things_to_shock, blacklisted_tesla_types))
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if(!(tesla_flags & TESLA_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A))
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//Ok so we are making an assumption here. We assume that view() still calculates from the center out.
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//This means that if we find an object we can assume it is the closest one of its type. This is somewhat of a speed increase.
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//This also means we have no need to track distance, as the doview() proc does it all for us.
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//Darkness fucks oview up hard. I've tried dview() but it doesn't seem to work
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//I hate existance
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for(var/a in typecache_filter_multi_list_exclusion(oview(zap_range+2, source), things_to_shock, blacklisted_tesla_types))
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var/atom/A = a
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if(!(zap_flags & ZAP_ALLOW_DUPLICATES) && LAZYACCESS(shocked_targets, A))
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continue
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if(closest_type >= BIKE)
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break
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if(istype(A, /obj/machinery/power/tesla_coil))
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var/dist = get_dist(source, A)
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var/obj/machinery/power/tesla_coil/C = A
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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(C.obj_flags & BEING_SHOCKED))
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closest_dist = dist
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else if(istype(A, /obj/vehicle/ridden/bicycle))//God's not on our side cause he hates idiots.
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var/obj/vehicle/ridden/bicycle/B = A
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if(!(B.obj_flags & BEING_SHOCKED) && B.can_buckle)//Gee goof thanks for the boolean
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//we use both of these to save on istype and typecasting overhead later on
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//while still allowing common code to run before hand
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closest_tesla_coil = C
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closest_atom = C
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closest_type = BIKE
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closest_atom = B
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else if(closest_tesla_coil)
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else if(closest_type >= COIL)
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continue //no need checking these other things
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else if(istype(A, /obj/machinery/power/grounding_rod))
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var/dist = get_dist(source, A)-2
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if(dist <= zap_range && (dist < closest_dist || !closest_grounding_rod))
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closest_grounding_rod = A
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closest_atom = A
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closest_dist = dist
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else if(istype(A, /obj/machinery/power/tesla_coil))
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var/obj/machinery/power/tesla_coil/C = A
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if(!(C.obj_flags & BEING_SHOCKED))
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closest_type = COIL
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closest_atom = C
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else if(closest_grounding_rod)
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else if(closest_type >= ROD)
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continue
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else if(istype(A, /obj/machinery/power/grounding_rod))
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closest_type = ROD
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closest_atom = A
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else if(closest_type >= RIDE)
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continue
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else if(istype(A,/obj/vehicle/ridden))
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var/obj/vehicle/ridden/R = A
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if(R.can_buckle && !(R.obj_flags & BEING_SHOCKED))
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closest_type = RIDE
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closest_atom = A
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else if(closest_type >= LIVING)
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continue
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else if(isliving(A))
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var/dist = get_dist(source, A)
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var/mob/living/L = A
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if(dist <= zap_range && (dist < closest_dist || !closest_mob) && L.stat != DEAD && !(L.flags_1 & TESLA_IGNORE_1))
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closest_mob = L
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if(L.stat != DEAD && !(HAS_TRAIT(L, TRAIT_TESLA_SHOCKIMMUNE)) && !(L.flags_1 & SHOCKED_1))
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closest_type = LIVING
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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else if(closest_type >= MACHINERY)
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continue
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else if(ismachinery(A))
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var/obj/machinery/M = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_machine) && !(M.obj_flags & BEING_SHOCKED))
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closest_machine = M
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if(!(M.obj_flags & BEING_SHOCKED))
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closest_type = MACHINERY
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closest_atom = A
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closest_dist = dist
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else if(closest_mob)
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else if(closest_type >= BLOB)
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continue
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else if(istype(A, /obj/structure/blob))
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var/obj/structure/blob/B = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(B.obj_flags & BEING_SHOCKED))
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closest_blob = B
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if(!(B.obj_flags & BEING_SHOCKED))
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closest_type = BLOB
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closest_atom = A
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closest_dist = dist
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else if(closest_blob)
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else if(closest_type >= STRUCTURE)
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continue
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else if(isstructure(A))
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var/obj/structure/S = A
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var/dist = get_dist(source, A)
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if(dist <= zap_range && (dist < closest_dist || !closest_tesla_coil) && !(S.obj_flags & BEING_SHOCKED))
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closest_structure = S
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if(!(S.obj_flags & BEING_SHOCKED))
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closest_type = STRUCTURE
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closest_atom = A
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closest_dist = dist
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//Alright, we've done our loop, now lets see if was anything interesting in range
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if(closest_atom)
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//common stuff
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source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", time=5, maxdistance = INFINITY)
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if(!(tesla_flags & TESLA_ALLOW_DUPLICATES))
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LAZYSET(shocked_targets, closest_atom, TRUE)
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var/zapdir = get_dir(source, closest_atom)
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if(zapdir)
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. = zapdir
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if(!closest_atom)
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return
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//common stuff
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source.Beam(closest_atom, icon_state="lightning[rand(1,12)]", time=5, maxdistance = INFINITY)
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if(!(zap_flags & ZAP_ALLOW_DUPLICATES))
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LAZYSET(shocked_targets, closest_atom, TRUE)
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var/zapdir = get_dir(source, closest_atom)
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if(zapdir)
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. = zapdir
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//per type stuff:
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if(closest_tesla_coil)
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closest_tesla_coil.tesla_act(power, tesla_flags, shocked_targets)
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var/next_range = 3
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if(closest_type == COIL)
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next_range = 5
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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_mob)
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var/shock_damage = (tesla_flags & TESLA_MOB_DAMAGE)? (min(round(power/600), 90) + rand(-5, 5)) : 0
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closest_mob.electrocute_act(shock_damage, source, 1, SHOCK_TESLA | ((tesla_flags & TESLA_MOB_STUN) ? NONE : SHOCK_NOSTUN))
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if(closest_type == LIVING)
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var/mob/living/closest_mob = closest_atom
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closest_mob.set_shocked()
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addtimer(CALLBACK(closest_mob, /mob/living/proc/reset_shocked), 10)
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var/shock_damage = (zap_flags & ZAP_MOB_DAMAGE) ? (min(round(power/600), 90) + rand(-5, 5)) : 0
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closest_mob.electrocute_act(shock_damage, source, 1, SHOCK_TESLA | ((zap_flags & ZAP_MOB_STUN) ? NONE : SHOCK_NOSTUN))
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if(issilicon(closest_mob))
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var/mob/living/silicon/S = closest_mob
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if((tesla_flags & TESLA_MOB_STUN) && (tesla_flags & TESLA_MOB_DAMAGE))
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if((zap_flags & ZAP_MOB_STUN) && (zap_flags & ZAP_MOB_DAMAGE))
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S.emp_act(EMP_LIGHT)
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tesla_zap(S, 7, power / 1.5, tesla_flags, shocked_targets) // metallic folks bounce it further
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next_range = 7 // metallic folks bounce it further
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else
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tesla_zap(closest_mob, 5, power / 1.5, tesla_flags, shocked_targets)
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|
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next_range = 5
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power /= 1.5
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else if(closest_machine)
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closest_machine.tesla_act(power, tesla_flags, shocked_targets)
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else
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power = closest_atom.zap_act(power, zap_flags, shocked_targets)
|
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|
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if(prob(20))//I know I know
|
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|
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tesla_zap(closest_atom, next_range, power * 0.5, zap_flags, shocked_targets)
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|
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tesla_zap(closest_atom, next_range, power * 0.5, zap_flags, shocked_targets)
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|
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else
|
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|
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tesla_zap(closest_atom, next_range, power, zap_flags, shocked_targets)
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|
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else if(closest_blob)
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|
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closest_blob.tesla_act(power, tesla_flags, shocked_targets)
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else if(closest_structure)
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|
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closest_structure.tesla_act(power, tesla_flags, shocked_targets)
|
|
|
|
|
#undef BIKE
|
|
|
|
|
#undef COIL
|
|
|
|
|
#undef ROD
|
|
|
|
|
#undef RIDE
|
|
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|
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#undef LIVING
|
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|
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#undef MACHINERY
|
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|
|
|
#undef BLOB
|
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#undef STRUCTURE
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|