obj
Explosive
icon_state="explosive"
verb/Explode()
var/r=input("range?") as num
for(var/turf/T in range(r, usr))
T.overlays.Add(icon('explode.dmi',"explode"))
sleep(10)
T.overlays.Remove(icon('explode.dmi',"explode"))
for(var/atom/A in range(r, usr))
A.TakeDamage(damage=rand(50,60), damagetype="explosive")
Problem description:
When I add the overlay to T and remove it after a second, it does it one turf at a time. How could I make all the turfs have the explosive icon, and removed at the same time?
I'm thinking I would use block()...would I need to use block()?