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[NO GBP] Fixing a couple nits with hot spring turfs. (#88318)
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@@ -691,17 +691,14 @@
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icon_state = "shower_regen_catgirl"
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/atom/movable/screen/alert/status_effect/washing_regen/dislike
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name = "Washing"
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desc = "This water feels dirty..."
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icon_state = "shower_regen_dirty"
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/atom/movable/screen/alert/status_effect/washing_regen/bloody_like
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name = "Washing"
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desc = "Mhhhmmmm... the crimson red drops of life. How delightful."
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icon_state = "shower_regen_blood_happy"
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/atom/movable/screen/alert/status_effect/washing_regen/bloody_dislike
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name = "Washing"
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desc = "Is that... blood? What the fuck!"
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icon_state = "shower_regen_blood_bad"
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@@ -107,16 +107,16 @@
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"steam_cloud_4" = 1,
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"steam_cloud_5" = 1,
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)
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color = "#FFFFFFAA"
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count = 6
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spawning = 0.5
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color = "#FFFFFF8A"
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count = 5
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spawning = 0.3
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lifespan = 3 SECONDS
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fade = 1.2 SECONDS
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fadein = 0.4 SECONDS
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position = generator(GEN_BOX, list(-17,-15,0), list(24,15,0), NORMAL_RAND)
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scale = generator(GEN_VECTOR, list(0.9,0.9), list(1.1,1.1), NORMAL_RAND)
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drift = generator(GEN_SPHERE, list(-0.01,0), list(0.01,0.01), UNIFORM_RAND)
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spin = generator(GEN_NUM, list(-3,3), NORMAL_RAND)
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spin = generator(GEN_NUM, list(-2,2), NORMAL_RAND)
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gravity = list(0.05, 0.28)
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friction = 0.3
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grow = 0.037
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@@ -114,6 +114,12 @@
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/turf/open/water/hot_spring/Initialize(mapload)
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. = ..()
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// We need to add the immerse element now because the icon_states are randomized and
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// we don't want to end up with 4 different immerse elements, which would cause
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// the immerse trait to be repeatedly removed and readded as someone moves within the pool,
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// replacing the status effect over and over, which can be seen through the status effect alert icon.
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AddElement(/datum/element/immerse, icon, icon_state, "immerse", immerse_overlay_color, alpha = immerse_overlay_alpha)
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immerse_added = TRUE
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icon_state = "pool_[rand(1, 4)]"
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particle_effect = new(src, /particles/hotspring_steam, 4)
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//render the steam over mobs and objects on the game plane
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@@ -123,8 +129,7 @@
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add_filter("hot_spring_waves", 1, wave_filter(y = 1, size = 1, offset = 0, flags = WAVE_BOUNDED))
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var/filter = get_filter("hot_spring_waves")
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animate(filter, offset = 1, time = 3 SECONDS, loop = -1, easing = SINE_EASING|EASE_IN|EASE_OUT)
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animate(offset = -1, time = 3 SECONDS, easing = SINE_EASING|EASE_IN|EASE_OUT)
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animate(offset = 0, time = 3 SECONDS, easing = SINE_EASING|EASE_IN|EASE_OUT)
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/turf/open/water/hot_spring/Destroy()
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QDEL_NULL(particle_effect)
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@@ -139,11 +144,7 @@
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return
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enter_hot_spring(arrived)
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/turf/open/water/hot_spring/proc/enter_initialized_movable(datum/source, atom/movable/movable)
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SIGNAL_HANDLER
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if(!immerse_added && !is_type_in_typecache(movable, GLOB.immerse_ignored_movable))
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AddElement(/datum/element/immerse, icon, icon_state, "immerse", immerse_overlay_color, alpha = immerse_overlay_alpha)
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immerse_added = TRUE
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/turf/open/water/hot_spring/on_atom_inited(datum/source, atom/movable/movable)
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enter_hot_spring(movable)
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///Registers the signals from the immerse element and calls dip_in if the movable has the required trait.
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