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Refactors beams. Adds tethering. IV drips/bags are now tethered. (#29570)
* refactor * tether * tetherrrs * logic fix (i hope) * ci fix * ok please work
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@@ -22,8 +22,7 @@
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anchors += locate(x + 2, y - 2, z)
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for(var/turf/T in anchors)
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var/datum/beam/B = Beam(T, "vine", time=INFINITY, maxdistance=5, beam_type=/obj/effect/ebeam/vine)
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B.sleep_time = 10 //these shouldn't move, so let's slow down updates to 1 second (any slower and the deletion of the vines would be too slow)
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Beam(T, "vine", time = INFINITY, maxdistance = 5, beam_type = /obj/effect/ebeam/vine)
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addtimer(CALLBACK(src, PROC_REF(bear_fruit)), growth_time)
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/obj/structure/alien/resin/flower_bud_enemy/proc/bear_fruit()
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@@ -76,8 +75,7 @@
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for(var/mob/living/L in grasping)
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if(L.stat == DEAD)
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var/datum/beam/B = grasping[L]
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if(B)
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B.End()
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qdel(B)
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grasping -= L
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//Can attack+pull multiple times per cycle
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