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Some thrown liquid logic improvement (#22453)
* Makes liquids spill on the tile adjacent to a wall when thrown, lets them ricochet off other objects as well * Just adds some documentation This file could use it * Thrown reagents should always expose the tile they hit, even if the liquid lands elsewhere
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@@ -225,16 +225,16 @@
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log_combat(thrown_by, M, "splashed", R)
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reagents.expose(target, TOUCH, splash_multiplier)
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reagents.expose(target_turf, TOUCH, (1 - splash_multiplier)) // 1 - splash_multiplier because it's what didn't hit the target
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target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // skyrat edit: liquid spills (molotov buff) (huge)
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target_turf.add_liquid_from_reagents(reagents, reagent_multiplier = (1 - splash_multiplier)) // SKYRAT EDIT ADDITION - liquid spills (molotov buff) (huge)
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else if(bartender_check(target) && thrown)
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visible_message(span_notice("[src] lands onto the [target.name] without spilling a single drop."))
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return
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else
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if(isturf(target)) //SKYRAT EDIT CHANGE
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var/turf/T = target
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T.add_liquid_from_reagents(reagents)
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//SKYRAT EDIT CHANGE START - liquid spills on non-mobs
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if(target.can_liquid_spill_on_hit())
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target.add_liquid_from_reagents(reagents, thrown_from = src, thrown_to = target)
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if(reagents.reagent_list.len && thrown_by)
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log_combat(thrown_by, target, "splashed (thrown) [english_list(reagents.reagent_list)]", "in [AREACOORD(target)]")
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log_game("[key_name(thrown_by)] splashed (thrown) [english_list(reagents.reagent_list)] on [target] in [AREACOORD(target)].")
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