Update anomaly.dm
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@@ -1,38 +1,3 @@
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<<<<<<< HEAD
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/datum/round_event_control/anomaly
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name = "Anomaly: Energetic Flux"
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typepath = /datum/round_event/anomaly
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min_players = 1
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max_occurrences = 0 //This one probably shouldn't occur! It'd work, but it wouldn't be very fun.
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weight = 15
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/datum/round_event/anomaly
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var/area/impact_area
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var/obj/effect/anomaly/newAnomaly
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announceWhen = 1
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/datum/round_event/anomaly/setup(loop=0)
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var/safety_loop = loop + 1
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if(safety_loop > 50)
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kill()
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end()
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impact_area = findEventArea()
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if(!impact_area)
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setup(safety_loop)
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var/list/turf_test = get_area_turfs(impact_area)
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if(!turf_test.len)
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setup(safety_loop)
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/datum/round_event/anomaly/announce()
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priority_announce("Localized energetic flux wave detected on long range scanners. Expected location of impact: [impact_area.name].", "Anomaly Alert")
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/datum/round_event/anomaly/start()
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var/turf/T = safepick(get_area_turfs(impact_area))
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if(T)
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newAnomaly = new /obj/effect/anomaly/flux(T)
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=======
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/datum/round_event_control/anomaly
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name = "Anomaly: Energetic Flux"
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typepath = /datum/round_event/anomaly
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@@ -66,4 +31,3 @@
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var/turf/T = safepick(get_area_turfs(impact_area))
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if(T)
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newAnomaly = new /obj/effect/anomaly/flux(T)
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>>>>>>> 3093d86... Makes false alarm use more explicit in event code. (#32559)
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