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Fixes runtime with yellow slime extracts.
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@@ -194,4 +194,26 @@
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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processing_objects += src
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processing_objects += src
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/obj/item/device/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "A glowing ball of what appears to be amber."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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w_class = 1
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m_amt = 0
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g_amt = 0
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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/obj/item/device/flashlight/slime/New()
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SetLuminosity(brightness_on)
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spawn(1) //Might be sloppy, but seems to be necessary to prevent further runtimes and make these work as intended... don't judge me!
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update_brightness()
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icon_state = initial(icon_state)
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/obj/item/device/flashlight/slime/attack_self(mob/user)
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return //Bio-luminescence does not toggle.
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@@ -1227,9 +1227,10 @@ datum
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required_other = 1
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on_reaction(var/datum/reagents/holder)
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for(var/mob/O in viewers(get_turf_loc(holder.my_atom), null))
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O.show_message(text("\red The slime begins to emit a soft light."), 1)
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var/obj/item/slime_extract/yellow/Y = holder
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Y.luminosity = 6
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O.show_message(text("\red The contents of the slime core harden and begin to emit a warm, bright light."), 1)
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var/obj/item/device/flashlight/slime/F = new /obj/item/device/flashlight/slime
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F.loc = get_turf(holder.my_atom)
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//Purple
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slimepsteroid
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