mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Does offer a much more pleasant basis to work with in the future, if someone wishes to add more spell-like abilities.
257 lines
8.4 KiB
Plaintext
257 lines
8.4 KiB
Plaintext
/obj/item/weapon/reagent_containers/spray
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name = "spray bottle"
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desc = "A spray bottle, with an unscrewable top."
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icon = 'icons/obj/janitor.dmi'
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icon_state = "cleaner"
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item_state = "cleaner"
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flags = OPENCONTAINER|NOBLUDGEON
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slot_flags = SLOT_BELT
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throwforce = 3
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w_class = 2.0
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throw_speed = 2
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throw_range = 10
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amount_per_transfer_from_this = 10
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possible_transfer_amounts = list(5,10) //Set to null instead of list, if there is only one.
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var/spray_size = 3
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var/list/spray_sizes = list(1,3)
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volume = 250
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/obj/item/weapon/reagent_containers/spray/New()
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..()
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src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
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/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
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if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/closet) \
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|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart))
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return
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if(istype(A, /spell))
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return
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if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
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if(!A.reagents.total_volume && A.reagents)
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user << "<span class='notice'>\The [A] is empty.</span>"
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return
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if(reagents.total_volume >= reagents.maximum_volume)
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user << "<span class='notice'>\The [src] is full.</span>"
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return
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var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
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user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
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return
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if(reagents.total_volume < amount_per_transfer_from_this)
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user << "<span class='notice'>\The [src] is empty!</span>"
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return
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Spray_at(A, user, proximity)
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playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
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if(reagents.has_reagent("sacid"))
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message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")
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log_game("[key_name(user)] fired sulphuric acid from \a [src].")
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if(reagents.has_reagent("pacid"))
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message_admins("[key_name_admin(user)] fired Polyacid from \a [src].")
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log_game("[key_name(user)] fired Polyacid from \a [src].")
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if(reagents.has_reagent("lube"))
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message_admins("[key_name_admin(user)] fired Space lube from \a [src].")
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log_game("[key_name(user)] fired Space lube from \a [src].")
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return
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/obj/item/weapon/reagent_containers/spray/proc/Spray_at(atom/A as mob|obj, mob/user as mob, proximity)
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if (A.density && proximity)
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A.visible_message("[usr] sprays [A] with [src].")
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var/obj/D = new/obj()
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D.create_reagents(amount_per_transfer_from_this)
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reagents.trans_to(D, amount_per_transfer_from_this)
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D.icon += mix_color_from_reagents(D.reagents.reagent_list)
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spawn(0)
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D.reagents.reaction(A)
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sleep(5)
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del(D)
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else
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var/obj/effect/decal/chempuff/D = new/obj/effect/decal/chempuff(get_turf(src))
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D.create_reagents(amount_per_transfer_from_this)
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reagents.trans_to(D, amount_per_transfer_from_this, 1/spray_size)
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D.icon += mix_color_from_reagents(D.reagents.reagent_list)
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var/turf/A_turf = get_turf(A)//BS12
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spawn(0)
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for(var/i=0, i<spray_size, i++)
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step_towards(D,A)
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D.reagents.reaction(get_turf(D))
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for(var/atom/T in get_turf(D))
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D.reagents.reaction(T)
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// When spraying against the wall, also react with the wall, but
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// not its contents. BS12
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if(get_dist(D, A_turf) == 1 && A_turf.density)
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D.reagents.reaction(A_turf)
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sleep(2)
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sleep(3)
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del(D)
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return
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/obj/item/weapon/reagent_containers/spray/attack_self(var/mob/user)
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if(!possible_transfer_amounts)
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return
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amount_per_transfer_from_this = next_in_list(amount_per_transfer_from_this, possible_transfer_amounts)
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spray_size = next_in_list(spray_size, spray_sizes)
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user << "<span class='notice'>You adjusted the pressure nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
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/obj/item/weapon/reagent_containers/spray/examine(mob/user)
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if(..(user, 0) && user==src.loc)
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user << "[round(src.reagents.total_volume)] units left."
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return
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/obj/item/weapon/reagent_containers/spray/verb/empty()
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set name = "Empty Spray Bottle"
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set category = "Object"
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set src in usr
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if (alert(usr, "Are you sure you want to empty that?", "Empty Bottle:", "Yes", "No") != "Yes")
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return
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if(isturf(usr.loc))
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usr << "<span class='notice'>You empty \the [src] onto the floor.</span>"
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reagents.reaction(usr.loc)
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spawn(5) src.reagents.clear_reagents()
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//space cleaner
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/obj/item/weapon/reagent_containers/spray/cleaner
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name = "space cleaner"
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desc = "BLAM!-brand non-foaming space cleaner!"
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/obj/item/weapon/reagent_containers/spray/cleaner/drone
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name = "space cleaner"
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desc = "BLAM!-brand non-foaming space cleaner!"
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volume = 50
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/obj/item/weapon/reagent_containers/spray/cleaner/New()
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..()
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reagents.add_reagent("cleaner", src.volume)
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//pepperspray
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/obj/item/weapon/reagent_containers/spray/pepper
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name = "pepperspray"
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desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "pepperspray"
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item_state = "pepperspray"
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possible_transfer_amounts = null
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volume = 40
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var/safety = 1
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/obj/item/weapon/reagent_containers/spray/pepper/New()
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..()
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reagents.add_reagent("condensedcapsaicin", 40)
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/obj/item/weapon/reagent_containers/spray/pepper/examine(mob/user)
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if(..(user, 1))
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user << "The safety is [safety ? "on" : "off"]."
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/obj/item/weapon/reagent_containers/spray/pepper/attack_self(var/mob/user)
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safety = !safety
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usr << "<span class = 'notice'>You switch the safety [safety ? "on" : "off"].</span>"
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/obj/item/weapon/reagent_containers/spray/pepper/Spray_at(atom/A as mob|obj)
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if(safety)
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usr << "<span class = 'warning'>The safety is on!</span>"
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return
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..()
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//water flower
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/obj/item/weapon/reagent_containers/spray/waterflower
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name = "water flower"
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desc = "A seemingly innocent sunflower...with a twist."
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icon = 'icons/obj/device.dmi'
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icon_state = "sunflower"
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item_state = "sunflower"
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amount_per_transfer_from_this = 1
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possible_transfer_amounts = null
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volume = 10
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/obj/item/weapon/reagent_containers/spray/waterflower/New()
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..()
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reagents.add_reagent("water", 10)
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//chemsprayer
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/obj/item/weapon/reagent_containers/spray/chemsprayer
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name = "chem sprayer"
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desc = "A utility used to spray large amounts of reagent in a given area."
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icon = 'icons/obj/gun.dmi'
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icon_state = "chemsprayer"
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item_state = "chemsprayer"
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throwforce = 3
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w_class = 3.0
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possible_transfer_amounts = null
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volume = 600
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origin_tech = "combat=3;materials=3;engineering=3"
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//this is a big copypasta clusterfuck, but it's still better than it used to be!
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/obj/item/weapon/reagent_containers/spray/chemsprayer/Spray_at(atom/A as mob|obj)
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var/Sprays[3]
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for(var/i=1, i<=3, i++) // intialize sprays
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if(src.reagents.total_volume < 1) break
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var/obj/effect/decal/chempuff/D = new/obj/effect/decal/chempuff(get_turf(src))
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D.create_reagents(amount_per_transfer_from_this)
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src.reagents.trans_to(D, amount_per_transfer_from_this)
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D.icon += mix_color_from_reagents(D.reagents.reagent_list)
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Sprays[i] = D
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var/direction = get_dir(src, A)
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var/turf/T = get_turf(A)
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var/turf/T1 = get_step(T,turn(direction, 90))
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var/turf/T2 = get_step(T,turn(direction, -90))
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var/list/the_targets = list(T,T1,T2)
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for(var/i=1, i<=Sprays.len, i++)
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spawn()
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var/obj/effect/decal/chempuff/D = Sprays[i]
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if(!D) continue
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// Spreads the sprays a little bit
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var/turf/my_target = pick(the_targets)
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the_targets -= my_target
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for(var/j=1, j<=rand(6,8), j++)
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step_towards(D, my_target)
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D.reagents.reaction(get_turf(D))
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for(var/atom/t in get_turf(D))
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D.reagents.reaction(t)
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sleep(2)
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del(D)
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return
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// Plant-B-Gone
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/obj/item/weapon/reagent_containers/spray/plantbgone // -- Skie
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name = "Plant-B-Gone"
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desc = "Kills those pesky weeds!"
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icon = 'icons/obj/hydroponics_machines.dmi'
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icon_state = "plantbgone"
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item_state = "plantbgone"
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volume = 100
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/obj/item/weapon/reagent_containers/spray/plantbgone/New()
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..()
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reagents.add_reagent("plantbgone", 100)
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/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
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if(!proximity) return
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if (istype(A, /obj/effect/blob)) // blob damage in blob code
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return
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..() |