Add explosion.can_create_vacuum cvar (#27548)
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@@ -1,4 +1,5 @@
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using System.Numerics;
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using Content.Server.Atmos.EntitySystems;
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using Content.Shared.CCVar;
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using Content.Shared.Damage;
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using Content.Shared.Explosion;
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@@ -16,7 +17,6 @@ using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using TimedDespawnComponent = Robust.Shared.Spawners.TimedDespawnComponent;
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using Content.Server.Atmos.EntitySystems;
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namespace Content.Server.Explosion.EntitySystems;
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@@ -490,7 +490,9 @@ public sealed partial class ExplosionSystem
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if (_tileDefinitionManager[tileRef.Tile.TypeId] is not ContentTileDefinition tileDef)
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return;
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if (tileDef.MapAtmosphere)
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if (!CanCreateVacuum)
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canCreateVacuum = false;
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else if (tileDef.MapAtmosphere)
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canCreateVacuum = true; // is already a vacuum.
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int tileBreakages = 0;
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