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Fixes #11300
Atoms crossing a smoke cloud now get splashed with up to 10 units of reagent.
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@@ -6,11 +6,32 @@
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opacity = 0
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time_to_live = 300
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pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
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var/splash_amount = 10 //atoms moving through a smoke cloud get splashed with up to 10 units of reagent
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var/turf/destination
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/obj/effect/effect/smoke/chem/New()
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/obj/effect/effect/smoke/chem/New(var/newloc, turf/dest = null)
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..()
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create_reagents(500)
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return
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destination = dest
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if(destination)
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walk_to(src, destination)
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/obj/effect/effect/smoke/chem/Move()
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var/list/oldlocs = view(1, src)
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. = ..()
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if(.)
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for(var/turf/T in view(1, src) - oldlocs)
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for(var/atom/movable/AM in T)
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if(!istype(AM, /obj/effect/effect/smoke/chem))
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reagents.splash(AM, splash_amount, copy = 1)
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if(loc == destination)
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bound_width = 96
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bound_height = 96
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/obj/effect/effect/smoke/chem/Crossed(atom/movable/AM)
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..()
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if(!istype(AM, /obj/effect/effect/smoke/chem))
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reagents.splash(AM, splash_amount, copy = 1)
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/datum/effect/effect/system/smoke_spread/chem
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smoke_type = /obj/effect/effect/smoke/chem
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@@ -152,16 +173,16 @@
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if(passed_smoke)
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smoke = passed_smoke
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else
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smoke = PoolOrNew(/obj/effect/effect/smoke/chem, location)
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smoke = PoolOrNew(/obj/effect/effect/smoke/chem, list(location, T))
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if(chemholder.reagents.reagent_list.len)
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chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
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smoke.icon = I
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smoke.layer = 6
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smoke.set_dir(pick(cardinal))
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smoke.pixel_x = -32 + rand(-8, 8)
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smoke.pixel_y = -32 + rand(-8, 8)
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walk_to(smoke, T)
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smoke.opacity = 1 //switching opacity on after the smoke has spawned, and then
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sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
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smoke.opacity = 0 // lighting and view range updates
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