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Running over salt (that is, moving over salt while not walking) will slowly dissipate it. The first two times, nothing will happen, but the third time the salt will be fully scattered away. I think salt is a hard enough counter to revenants that it's impossible to justify how easy it is to apply and how relatively permanent it is once it's applied. Salt smoke can coat entire departments in salt in seconds, locking revenants out of them forever with essentially 0 effort.
61 lines
1.8 KiB
Plaintext
61 lines
1.8 KiB
Plaintext
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/obj/effect/decal/cleanable/food
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icon = 'icons/effects/tomatodecal.dmi'
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gender = NEUTER
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beauty = -100
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/obj/effect/decal/cleanable/food/tomato_smudge
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name = "tomato smudge"
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desc = "It's red."
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icon_state = "tomato_floor1"
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random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
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/obj/effect/decal/cleanable/food/plant_smudge
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name = "plant smudge"
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desc = "Chlorophyll? More like borophyll!"
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icon_state = "smashed_plant"
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/obj/effect/decal/cleanable/food/egg_smudge
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name = "smashed egg"
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desc = "Seems like this one won't hatch."
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icon_state = "smashed_egg1"
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random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
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/obj/effect/decal/cleanable/food/pie_smudge //honk
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name = "smashed pie"
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desc = "It's pie cream from a cream pie."
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icon_state = "smashed_pie"
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/obj/effect/decal/cleanable/food/salt
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name = "salt pile"
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desc = "A sizable pile of table salt. Someone must be upset."
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icon_state = "salt_pile"
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var/safepasses = 3 //how many times can this salt pile be passed before dissipating
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/obj/effect/decal/cleanable/food/salt/CanAllowThrough(atom/movable/AM, turf/target)
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. = ..()
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if(is_species(AM, /datum/species/snail))
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return FALSE
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/obj/effect/decal/cleanable/food/salt/Bumped(atom/movable/AM)
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. = ..()
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if(is_species(AM, /datum/species/snail))
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to_chat(AM, "<span class='danger'>Your path is obstructed by <span class='phobia'>salt</span>.</span>")
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/obj/effect/decal/cleanable/food/salt/Crossed(atom/movable/AM)
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..()
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if(!isliving(AM))
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return
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if(iscarbon(AM))
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var/mob/living/carbon/C = AM
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if(C.m_intent == MOVE_INTENT_WALK)
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return
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safepasses--
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if(safepasses <= 0 && !QDELETED(src))
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qdel(src)
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/obj/effect/decal/cleanable/food/flour
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name = "flour"
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desc = "It's still good. Four second rule!"
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icon_state = "flour"
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