// A special GetAllContents that doesn't search past things with rad insulation // The protection var only protects the things inside from being affected. // The protecting object itself will get returned still. // The ignore list makes those objects never return at all /proc/get_rad_contents(atom/location) var/list/processing_list = list(location) . = list() while(processing_list.len) var/static/list/ignored_things = typecacheof(list( /mob/dead, /mob/camera, /obj/effect, /obj/docking_port, /atom/movable/lighting_object, /obj/item/projectile )) var/atom/thing = processing_list[1] processing_list -= thing if(ignored_things[thing.type]) continue . += thing var/datum/component/rad_insulation/insulation = thing.GetComponent(/datum/component/rad_insulation) if(insulation && insulation.protects) continue processing_list += thing.contents /proc/radiation_pulse(atom/source, intensity, range_modifier, log=FALSE, can_contaminate=TRUE) if(!SSradiation.can_fire) return for(var/dir in GLOB.cardinals) new /datum/radiation_wave(source, dir, intensity, range_modifier, can_contaminate) var/list/things = get_rad_contents(source) //copypasta because I don't want to put special code in waves to handle their origin for(var/k in 1 to things.len) var/atom/thing = things[k] if(!thing) continue thing.rad_act(intensity) var/static/last_huge_pulse = 0 if(intensity > 3000 && world.time > last_huge_pulse + 200) last_huge_pulse = world.time log = TRUE if(log) log_game("Radiation pulse with intensity:[intensity] and range modifier:[range_modifier] in area [get_area(source)] ") return TRUE