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Revert chem grenade workaround (#2617)
The root issue causing chem grenades to fuck up lighting has been fixed, so this isn't needed anymore.
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@@ -114,15 +114,10 @@ steam.start() -- spawns the effect
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addtimer(CALLBACK(src, .proc/kill), time_to_live)
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/obj/effect/effect/smoke/proc/kill()
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set waitfor = FALSE
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animate(src, alpha = 0, time = 2 SECONDS, easing = QUAD_EASING)
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set_opacity(FALSE)
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var/turf/T = get_turf(src)
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if (T)
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T.force_update_lights() // I hate it, but nothing else seems to work.
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QDEL_IN(src, 2 SECONDS)
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QDEL_IN(src, 2.5 SECONDS)
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/obj/effect/effect/smoke/Crossed(mob/living/carbon/M as mob )
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..()
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