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Laser pointers, overchargeflashes, various fixes
Alcohol and thermite now flammable. Laser pointers added! Flash now comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish. Being lit on fire turns off a borg's lights but the fire still shows. I'll take it. Shield gens actually useable by the people they were meant for.
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@@ -777,6 +777,13 @@ datum
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reagent_state = SOLID
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color = "#673910" // rgb: 103, 57, 16
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH)
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M.adjust_fire_stacks(volume / 10)
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return
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reaction_turf(var/turf/T, var/volume)
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src = null
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if(volume >= 5)
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@@ -3068,6 +3075,13 @@ datum
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var/blur_start = 300 //amount absorbed after which mob starts getting blurred vision
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var/pass_out = 400 //amount absorbed after which mob starts passing out
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reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
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if(!istype(M, /mob/living))
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return
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if(method == TOUCH)
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M.adjust_fire_stacks(volume / 10)
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return
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on_mob_life(var/mob/living/M as mob)
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M:nutrition += nutriment_factor
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holder.remove_reagent(src.id, FOOD_METABOLISM)
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