Tg 2 11 sync (#215)
* first series of updates * datums * games folder * admin and atmosia stuffs * moar * mob updates borg riding * sprites and stuff * fixes for various things * oops. some missed fixes
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@@ -160,7 +160,7 @@ var/list/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
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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, explosive = FALSE)
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/proc/tesla_zap(atom/source, zap_range = 3, power, explosive = FALSE, stun_mobs = TRUE)
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. = source.dir
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if(power < 1000)
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return
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@@ -251,26 +251,27 @@ var/list/blacklisted_tesla_types = typecacheof(list(/obj/machinery/atmospherics,
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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, explosive)
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closest_tesla_coil.tesla_act(power, explosive, stun_mobs)
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else if(closest_grounding_rod)
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closest_grounding_rod.tesla_act(power, explosive)
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closest_grounding_rod.tesla_act(power, explosive, stun_mobs)
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else if(closest_mob)
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var/shock_damage = Clamp(round(power/400), 10, 90) + rand(-5, 5)
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closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1)
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closest_mob.electrocute_act(shock_damage, source, 1, tesla_shock = 1, stun = stun_mobs)
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if(issilicon(closest_mob))
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var/mob/living/silicon/S = closest_mob
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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5) // metallic folks bounce it further
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if(stun_mobs)
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S.emp_act(2)
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tesla_zap(S, 7, power / 1.5, stun_mobs) // metallic folks bounce it further
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else
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tesla_zap(closest_mob, 5, power / 1.5)
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tesla_zap(closest_mob, 5, power / 1.5, stun_mobs)
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else if(closest_machine)
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closest_machine.tesla_act(power, explosive)
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closest_machine.tesla_act(power, explosive, stun_mobs)
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else if(closest_blob)
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closest_blob.tesla_act(power, explosive)
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closest_blob.tesla_act(power, explosive, stun_mobs)
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else if(closest_structure)
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closest_structure.tesla_act(power, explosive)
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closest_structure.tesla_act(power, explosive, stun_mobs)
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