5494f5328a
This reduces confusion arising from the fact byond already has a built in byond proc also named Bump. We used an argument called yes to distinguish our Bump from byond's builtin bump, but then we failed to make sure everyone of our bumps properly override it, so a bunch of things have been double bumping This resolves that issue permanently I've also removed the second argument as it no longer has a purpose I also cleaned up the recycler bump as it didn't do anything the parent procs didn't already do
54 lines
1.3 KiB
Plaintext
54 lines
1.3 KiB
Plaintext
//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon_state = "extinguish"
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var/life = 15
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mouse_opacity = 0
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/obj/effect/particle_effect/water/New()
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..()
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QDEL_IN(src, 70)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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if (--src.life < 1)
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qdel(src)
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return 0
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if(newloc.density)
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return 0
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.=..()
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/obj/effect/particle_effect/water/Collide(atom/A)
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if(reagents)
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reagents.reaction(A)
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return ..()
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/////////////////////////////////////////////
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// GENERIC STEAM SPREAD SYSTEM
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//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
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// The attach(atom/atom) proc is optional, and can be called to attach the effect
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// to something, like a smoking beaker, so then you can just call start() and the steam
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// will always spawn at the items location, even if it's moved.
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/* Example:
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var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
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steam.set_up(5, 0, mob.loc) -- sets up variables
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OPTIONAL: steam.attach(mob)
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steam.start() -- spawns the effect
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*/
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/////////////////////////////////////////////
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/obj/effect/particle_effect/steam
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name = "steam"
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icon_state = "extinguish"
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density = FALSE
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/obj/effect/particle_effect/steam/New()
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..()
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QDEL_IN(src, 20)
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/datum/effect_system/steam_spread
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effect_type = /obj/effect/particle_effect/steam
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