Update electrical_storm.dm
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@@ -1,41 +1,3 @@
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<<<<<<< HEAD
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/datum/round_event_control/electrical_storm
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name = "Electrical Storm"
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typepath = /datum/round_event/electrical_storm
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earliest_start = 6000
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min_players = 5
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weight = 40
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alertadmins = 0
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/datum/round_event/electrical_storm
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var/lightsoutAmount = 1
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var/lightsoutRange = 25
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announceWhen = 1
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/datum/round_event/electrical_storm/announce()
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priority_announce("An electrical storm has been detected in your area, please repair potential electronic overloads.", "Electrical Storm Alert")
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/datum/round_event/electrical_storm/start()
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var/list/epicentreList = list()
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for(var/i=1, i <= lightsoutAmount, i++)
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var/list/possibleEpicentres = list()
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for(var/obj/effect/landmark/newEpicentre in GLOB.landmarks_list)
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if(newEpicentre.name == "lightsout" && !(newEpicentre in epicentreList))
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possibleEpicentres += newEpicentre
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if(possibleEpicentres.len)
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epicentreList += pick(possibleEpicentres)
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else
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break
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if(!epicentreList.len)
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return
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for(var/obj/effect/landmark/epicentre in epicentreList)
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for(var/obj/machinery/power/apc/apc in urange(lightsoutRange, epicentre))
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apc.overload_lighting()
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=======
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/datum/round_event_control/electrical_storm
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name = "Electrical Storm"
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typepath = /datum/round_event/electrical_storm
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@@ -72,4 +34,3 @@
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for(var/obj/effect/landmark/epicentre in epicentreList)
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for(var/obj/machinery/power/apc/apc in urange(lightsoutRange, epicentre))
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apc.overload_lighting()
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>>>>>>> 3358cbb... Cleans up some antag/event landmark checks (#31129)
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