deterministic explosion system (#13392)
* wae explosions * okay * changes * fixes * fix * ok * ok * kills more dead code * okay * fix * ok * tiles * ok * okay * woops * ok * fix * okay * mob damage * fixes * insanity * more * more * fixes * more * woot * don't commit that * YES * fix
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@@ -71,6 +71,19 @@
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if(3)
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take_damage(rand(10, 90), BRUTE, "bomb", 0)
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/obj/wave_ex_act(power, datum/wave_explosion/explosion, dir)
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if(resistance_flags & INDESTRUCTIBLE)
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return power
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. = ..()
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if(explosion.source == src)
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obj_integrity = 0
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qdel(src)
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return
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take_damage(wave_explosion_damage(power, explosion), BRUTE, "bomb", 0)
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/obj/proc/wave_explosion_damage(power, datum/wave_explosion/explosion)
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return (explosion_flags & EXPLOSION_FLAG_HARD_OBSTACLE)? EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, explosion.hard_obstacle_mod) : EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, explosion.object_damage_mod)
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/obj/bullet_act(obj/item/projectile/P)
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. = ..()
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playsound(src, P.hitsound, 50, 1)
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