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Bubberstation/code/game/objects/effects/decals/cleanable/food.dm
T
PKPenguin321andGitHub f8c3049f25 Salt now dissipates when ran over too much (#49257)
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.
2020-02-12 19:41:23 -08:00

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/obj/effect/decal/cleanable/food
icon = 'icons/effects/tomatodecal.dmi'
gender = NEUTER
beauty = -100
/obj/effect/decal/cleanable/food/tomato_smudge
name = "tomato smudge"
desc = "It's red."
icon_state = "tomato_floor1"
random_icon_states = list("tomato_floor1", "tomato_floor2", "tomato_floor3")
/obj/effect/decal/cleanable/food/plant_smudge
name = "plant smudge"
desc = "Chlorophyll? More like borophyll!"
icon_state = "smashed_plant"
/obj/effect/decal/cleanable/food/egg_smudge
name = "smashed egg"
desc = "Seems like this one won't hatch."
icon_state = "smashed_egg1"
random_icon_states = list("smashed_egg1", "smashed_egg2", "smashed_egg3")
/obj/effect/decal/cleanable/food/pie_smudge //honk
name = "smashed pie"
desc = "It's pie cream from a cream pie."
icon_state = "smashed_pie"
/obj/effect/decal/cleanable/food/salt
name = "salt pile"
desc = "A sizable pile of table salt. Someone must be upset."
icon_state = "salt_pile"
var/safepasses = 3 //how many times can this salt pile be passed before dissipating
/obj/effect/decal/cleanable/food/salt/CanAllowThrough(atom/movable/AM, turf/target)
. = ..()
if(is_species(AM, /datum/species/snail))
return FALSE
/obj/effect/decal/cleanable/food/salt/Bumped(atom/movable/AM)
. = ..()
if(is_species(AM, /datum/species/snail))
to_chat(AM, "<span class='danger'>Your path is obstructed by <span class='phobia'>salt</span>.</span>")
/obj/effect/decal/cleanable/food/salt/Crossed(atom/movable/AM)
..()
if(!isliving(AM))
return
if(iscarbon(AM))
var/mob/living/carbon/C = AM
if(C.m_intent == MOVE_INTENT_WALK)
return
safepasses--
if(safepasses <= 0 && !QDELETED(src))
qdel(src)
/obj/effect/decal/cleanable/food/flour
name = "flour"
desc = "It's still good. Four second rule!"
icon_state = "flour"