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Makes acid levels a component.
Merges the acid effect object into the component.
Reworks acids decay rates slightly.
Rebalances xenos acid spit so that they can still melt through walls.
Misc. associated changes:
Adds defines for a lot of the acid associated constants.
Documents clean types and adds CLEAN_TYPE_ACID
Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
Adds a looping sound for acid.
Makes /atom/proc/acid_act return a boolean.
Fixes waterclosets creating a new reagent holder datum every time they are used.
Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
Adds and implements a couple reagent signals.
Renames a few vars so Rohesie can stop telling me to rename more vars.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
/obj/effect/decal/remains
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name = "remains"
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gender = PLURAL
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icon = 'icons/effects/blood.dmi'
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/obj/effect/decal/remains/acid_act()
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visible_message("<span class='warning'>[src] dissolve[gender==PLURAL?"":"s"] into a puddle of sizzling goop!</span>")
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playsound(src, 'sound/items/welder.ogg', 150, TRUE)
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new /obj/effect/decal/cleanable/greenglow(drop_location())
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qdel(src)
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return TRUE
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/obj/effect/decal/remains/human
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desc = "They look like human remains. They have a strange aura about them."
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icon_state = "remains"
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/obj/effect/decal/remains/plasma
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icon_state = "remainsplasma"
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/obj/effect/decal/remains/xeno
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desc = "They look like the remains of something... alien. They have a strange aura about them."
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icon_state = "remainsxeno"
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/obj/effect/decal/remains/xeno/larva
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icon_state = "remainslarva"
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/obj/effect/decal/remains/robot
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desc = "They look like the remains of something mechanical. They have a strange aura about them."
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icon = 'icons/mob/robots.dmi'
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icon_state = "remainsrobot"
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/obj/effect/decal/cleanable/robot_debris/old
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name = "dusty robot debris"
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desc = "Looks like nobody has touched this in a while."
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