Replaces ex_act and emp_act numbers with defines
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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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