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finishing touches, particle effects pass tables and grilles
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@@ -9,6 +9,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
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name = "particle effect"
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mouse_opacity = 0
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unacidable = 1//So effects are not targeted by alien acid.
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pass_flags = PASSTABLE | PASSGRILLE
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/obj/effect/particle_effect/New()
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..()
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@@ -46,7 +46,7 @@
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/datum/effect_system/explosion/start()
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new/obj/effect/explosion(location)
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var/datum/effect_system/expl_particles/P = new/datum/effect_system/expl_particles()
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P.set_up(10,location)
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P.set_up(10, 0, location)
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P.start()
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/datum/effect_system/explosion/smoke
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@@ -1,24 +1,17 @@
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//WATER EFFECTS
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/obj/effect/particle_effect/water
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name = "water"
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icon = 'icons/effects/effects.dmi'
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icon_state = "extinguish"
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var/life = 15.0
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var/life = 15
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/obj/effect/particle_effect/water/New()
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..()
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//var/turf/T = src.loc
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//if(istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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QDEL_IN(src, 70)
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/obj/effect/particle_effect/water/Move(turf/newloc)
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//var/turf/T = src.loc
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//if(istype(T, /turf))
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// T.firelevel = 0 //TODO: FIX
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if(--life < 1)
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//SN src = null
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qdel()
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return 0
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if(newloc.density)
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return 0
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.=..()
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