Replaces ex_act and emp_act numbers with defines
This commit is contained in:
@@ -35,7 +35,7 @@
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/obj/structure/destructible/clockwork/powered/clockwork_obelisk/forced_disable(bad_effects)
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var/affected = 0
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for(var/obj/effect/clockwork/spatial_gateway/SG in loc)
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SG.ex_act(1)
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SG.ex_act(EXPLODE_DEVASTATE)
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affected++
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if(bad_effects)
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affected += try_use_power(MIN_CLOCKCULT_POWER*4)
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@@ -119,19 +119,19 @@
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successfulprocess = TRUE
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if(C.emped)
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continue
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C.emp_act(1)
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C.emp_act(EMP_HEAVY)
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else if(istype(A, /obj/item/device/radio))
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var/obj/item/device/radio/O = A
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successfulprocess = TRUE
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if(O.emped || !O.on)
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continue
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O.emp_act(1)
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O.emp_act(EMP_HEAVY)
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else if((isliving(A) && !is_servant_of_ratvar(A)) || istype(A, /obj/structure/closet) || istype(A, /obj/item/weapon/storage)) //other things may have radios in them but we don't care
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for(var/obj/item/device/radio/O in A.GetAllContents())
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successfulprocess = TRUE
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if(O.emped || !O.on)
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continue
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O.emp_act(1)
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O.emp_act(EMP_HEAVY)
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CHECK_TICK
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@@ -173,7 +173,7 @@
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target.flash_act(1,1)
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if(issilicon(target))
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var/mob/living/silicon/S = target
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S.emp_act(1)
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S.emp_act(EMP_HEAVY)
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else if(iscarbon(target))
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var/mob/living/carbon/C = target
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C.silent += 5
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@@ -434,7 +434,7 @@
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new /obj/effect/temp_visual/swarmer/disintegration(get_turf(target))
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do_attack_animation(target)
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changeNext_move(CLICK_CD_MELEE)
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target.ex_act(3)
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target.ex_act(EXPLODE_LIGHT)
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/mob/living/simple_animal/hostile/swarmer/proc/DisperseTarget(mob/living/target)
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@@ -293,7 +293,7 @@
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continue
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to_chat(human, "<span class='revenwarning'>You feel [pick("your sense of direction flicker out", "a stabbing pain in your head", "your mind fill with static")].</span>")
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new /obj/effect/temp_visual/revenant(human.loc)
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human.emp_act(1)
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human.emp_act(EMP_HEAVY)
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for(var/obj/thing in T)
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if(istype(thing, /obj/machinery/dominator) || istype(thing, /obj/machinery/power/apc) || istype(thing, /obj/machinery/power/smes)) //Doesn't work on dominators, SMES and APCs, to prevent kekkery
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continue
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@@ -303,12 +303,12 @@
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thing.emag_act(null)
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else
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if(!istype(thing, /obj/machinery/clonepod)) //I hate everything but mostly the fact there's no better way to do this without just not affecting it at all
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thing.emp_act(1)
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thing.emp_act(EMP_HEAVY)
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for(var/mob/living/silicon/robot/S in T) //Only works on cyborgs, not AI
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playsound(S, 'sound/machines/warning-buzzer.ogg', 50, 1)
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new /obj/effect/temp_visual/revenant(S.loc)
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S.spark_system.start()
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S.emp_act(1)
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S.emp_act(EMP_HEAVY)
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//Blight: Infects nearby humans and in general messes living stuff up.
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/obj/effect/proc_holder/spell/aoe_turf/revenant/blight
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@@ -1210,7 +1210,7 @@
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playsound(get_turf(src), I.usesound, 50, 1)
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if(!do_after(user, 150*I.toolspeed, target = src))
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to_chat(user, "<span class='warning'>You slip and [charge] detonates!</span>")
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charge.ex_act(1)
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charge.ex_act(EXPLODE_DEVASTATE)
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user.Knockdown(60)
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return
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user.visible_message("<span class='notice'>[user] removes [charge] from [src].</span>", \
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@@ -1295,7 +1295,7 @@
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update_icon(AIRLOCK_OPENING)
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visible_message("<span class='warning'>[src]'s panel is blown off in a spray of deadly shrapnel!</span>")
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charge.loc = get_turf(src)
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charge.ex_act(1)
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charge.ex_act(EXPLODE_DEVASTATE)
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detonated = 1
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charge = null
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for(var/mob/living/carbon/human/H in orange(2,src))
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@@ -1361,7 +1361,7 @@
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var/obj/structure/window/killthis = (locate(/obj/structure/window) in get_turf(src))
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if(killthis)
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killthis.ex_act(2)//Smashin windows
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killthis.ex_act(EXPLODE_HEAVY)//Smashin windows
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if(density)
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return TRUE
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@@ -491,9 +491,9 @@ Class Procs:
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if(prob(85) && explosive)
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explosion(src.loc,1,2,4,flame_range = 2, adminlog = 0, smoke = 0)
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else if(prob(50))
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emp_act(2)
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emp_act(EMP_LIGHT)
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else
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ex_act(2)
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ex_act(EXPLODE_HEAVY)
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/obj/machinery/Exited(atom/movable/AM, atom/newloc)
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. = ..()
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@@ -35,7 +35,7 @@
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else
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drill_mob(target, chassis.occupant)
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else
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target.ex_act(2)
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target.ex_act(EXPLODE_HEAVY)
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/turf/proc/drill_act(obj/item/mecha_parts/mecha_equipment/drill/drill)
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return
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@@ -44,7 +44,7 @@
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if(istype(drill, /obj/item/mecha_parts/mecha_equipment/drill/diamonddrill))
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if(drill.do_after_cooldown(src))//To slow down how fast mechs can drill through the station
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drill.log_message("Drilled through [src]")
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ex_act(3)
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ex_act(EXPLODE_LIGHT)
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else
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drill.occupant_message("<span class='danger'>[src] is too durable to drill through.</span>")
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@@ -106,7 +106,7 @@
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/obj/item/mecha_parts/mecha_tracking/proc/shock()
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var/obj/mecha/M = in_mecha()
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if(M)
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M.emp_act(2)
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M.emp_act(EMP_LIGHT)
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qdel(src)
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/obj/item/mecha_parts/mecha_tracking/proc/get_mecha_log()
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@@ -308,7 +308,7 @@
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if(target && !target.stat)
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O.throw_at(target, 7, 5)
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else
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O.ex_act(2)
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O.ex_act(EXPLODE_HEAVY)
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/obj/effect/anomaly/bhole/proc/grav(r, ex_act_force, pull_chance, turf_removal_chance)
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for(var/t = -r, t < r, t++)
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@@ -20,12 +20,12 @@
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if(distance < 0)
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distance = 0
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if(distance < heavy_range)
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T.emp_act(1)
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T.emp_act(EMP_HEAVY)
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else if(distance == heavy_range)
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if(prob(50))
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T.emp_act(1)
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T.emp_act(EMP_HEAVY)
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else
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T.emp_act(2)
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T.emp_act(EMP_LIGHT)
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else if(distance <= light_range)
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T.emp_act(2)
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T.emp_act(EMP_LIGHT)
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return 1
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@@ -218,7 +218,7 @@
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var/list/cameras = flatten_list(bugged_cameras)
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var/obj/machinery/camera/C = locate(href_list["emp"]) in cameras
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if(C && istype(C) && C.bug == src)
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C.emp_act(1)
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C.emp_act(EMP_HEAVY)
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C.bug = null
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bugged_cameras -= C.c_tag
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interact()
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@@ -20,10 +20,10 @@
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qdel(src)
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if(2)
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if(prob(50))
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ex_act(1)
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ex_act(EXPLODE_DEVASTATE)
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if(3)
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if(prob(25))
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ex_act(1)
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ex_act(EXPLODE_DEVASTATE)
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/obj/item/device/doorCharge/Destroy()
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if(istype(loc, /obj/machinery/door/airlock))
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@@ -381,7 +381,7 @@
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else
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A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
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to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
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A.emp_act(1)
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A.emp_act(EMP_HEAVY)
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else
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to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
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return
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@@ -119,7 +119,7 @@
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(1)
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C.emp_act(EMP_HEAVY)
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outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
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add_logs(user, C, "EMPed", src)
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else
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@@ -495,7 +495,7 @@
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if(homerun_ready)
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user.visible_message("<span class='userdanger'>It's a home run!</span>")
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target.throw_at(throw_target, rand(8,10), 14, user)
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target.ex_act(2)
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target.ex_act(EXPLODE_HEAVY)
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playsound(get_turf(src), 'sound/weapons/homerun.ogg', 100, 1)
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homerun_ready = 0
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return
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@@ -142,7 +142,7 @@
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return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
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/obj/singularity_act()
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ex_act(1)
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ex_act(EXPLODE_DEVASTATE)
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if(src && !QDELETED(src))
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qdel(src)
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return 2
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