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Overmap 4.6: Anomalous Activity (#1991)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request https://github.com/shiptest-ss13/Shiptest/assets/94164348/591dd5bc-c90a-40d0-a578-54b9a0abe90d Anomalies will now spawn on planets and remain static there, posing a passive threat to anyone who comes across them. If you're feeling daring, you can use an analyzer and signaller, or an anomaly neutralizer, to harvest their cores, and put them in an R&D console for research points. Anomaly effects have also been expanded, you'll have to find out how in game though. As a side effect to make bluespace anomalies work, removes the noteleport flag on planets <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game More exploration content <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: Bjarl, Ghilker, Comyx, Assorted /tg/ contributors add: anomalies will now randomly spawn on planets add: bioscrambler anomalies, they randomly change your organs and bodyparts add: hallucination anomalies, they cause hallucinations add: big anomalies, they're like normal anomalies but big. fix: disk renaming should only work with pens now /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Signed-off-by: Bjarl <[email protected]> Co-authored-by: Mark Suckerberg <[email protected]>
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///Defines for the different types of explosion a flux anomaly can have | ||
#define FLUX_NO_EXPLOSION 0 | ||
#define FLUX_EXPLOSIVE 1 | ||
#define FLUX_LOW_EXPLOSIVE 2 | ||
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/// Chance of anomalies moving every process tick | ||
#define ANOMALY_MOVECHANCE 45 |
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