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Bubberstation/code/game/objects/effects/effect_system/effects_water.dm
T
c487c73f39 [MIRROR] Grep for space indentation (#1969)
* Grep for space indentation

* aa

* Update species.dm

* Update species.dm

* Update maps.dm

* Update examine.dm

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-12-01 12:26:41 +01:00

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//WATER EFFECTS
/obj/effect/particle_effect/water
name = "water"
icon_state = "extinguish"
var/life = 15
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
/obj/effect/particle_effect/water/Initialize()
. = ..()
QDEL_IN(src, 70)
/obj/effect/particle_effect/water/Move(turf/newloc)
if (--src.life < 1)
qdel(src)
return FALSE
if(newloc.density)
return FALSE
return ..()
/obj/effect/particle_effect/water/Bump(atom/A)
if(reagents)
reagents.expose(A)
return ..()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
*var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
*steam.set_up(5, 0, mob.loc) -- sets up variables
*OPTIONAL: steam.attach(mob)
*steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/particle_effect/steam
name = "steam"
icon_state = "extinguish"
density = FALSE
/obj/effect/particle_effect/steam/Initialize()
. = ..()
QDEL_IN(src, 20)
/datum/effect_system/steam_spread
effect_type = /obj/effect/particle_effect/steam