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Adds consequences to some (funny) actions #2719
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new /obj/anomaly/singularity(location, 2500) | ||
var/turf/overmaplocation = get_turf(get_overmap()) | ||
if(overmaplocation) | ||
new /obj/effect/overmap_anomaly/singularity(overmaplocation) |
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Should link this anomaly to the ship's current system (and probably just drop it into the aether if in hyperspace?) or it'll not do anything (due to the change making them use system contents)
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I figured it wouldn't be necessary because this will instantly end the round
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Weeeelll it wouldn't since overmap singularities go by system contents to see what they affect in what way.. which, if there isn't any present, the ship is going to be perfectly fine (but I guess you could just call the overmap singularities procs instead if you do not feel like linking it)
About The Pull Request
Adds admin logging to the BSA being fired at unreasonable times.
Why It's Good For The Game
Having a quick popup and game logs for admins to see WHO just blew up half of the ship is helpful.
Testing Photographs and Procedure
Changelog
🆑
add: Added a peculiar effect when an unreasonable amount of energy hits a singularity generator.
admin: Added admin logging for BSA misfire incidents
/:cl: