mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-21 11:07:12 +01:00
Adds the ability for people to light alcoholic shots; adds the flaming moe!
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@@ -1196,6 +1196,12 @@ var/global/list/common_tools = list(
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return 0
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if(istype(W, /obj/item/device/assembly/igniter))
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return 1000
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if(istype(W, /obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass))
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var/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/G = W
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if(G.on_fire)
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return 700
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else
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return 0
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else
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return 0
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@@ -75,24 +75,11 @@ LIGHTERS ARE IN LIGHTERS.DM
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if(Z.lit)
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light("<span class='rose'>With a single flick of their wrist, [user] smoothly lights their [name] with their [W]. Damn they're cool.</span>")
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else if(istype(W, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = W
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if(L.lit)
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light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
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else if(istype(W, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = W
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if(M.lit == 1)
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light("<span class='notice'>[user] lights their [name] with their [W].</span>")
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else if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
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var/obj/item/weapon/melee/energy/sword/saber/S = W
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if(S.active)
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light("<span class='warning'>[user] swings their [W], barely missing their nose. They light their [name] in the process.</span>")
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else if(istype(W, /obj/item/device/assembly/igniter))
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light("<span class='notice'>[user] fiddles with [W], and manages to light their [name].</span>")
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else if(istype(W, /obj/item/weapon/gun/magic/wand/fireball))
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var/obj/item/weapon/gun/magic/wand/fireball/F = W
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if(F.charges)
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@@ -103,6 +90,8 @@ LIGHTERS ARE IN LIGHTERS.DM
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explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
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F.charges--
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else if(is_hot(W) > 600)
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light("<span class='notice'>After some fiddling, [user] manages to light their [name] with [W].</span>")
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//can't think of any other way to update the overlays :<
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user.update_inv_wear_mask()
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@@ -1,12 +1,25 @@
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#define SHOT_FLAME_TEMPERATURE 700
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass
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name = "shot glass"
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desc = "No glasses were shot in the making of this glass."
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icon_state = "shotglass"
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amount_per_transfer_from_this = 15
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volume = 15
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var/on_fire
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materials = list(MAT_GLASS=100)
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var/light_intensity = 2
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light_color = LIGHT_COLOR_LIGHTBLUE
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/Destroy()
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processing_objects.Remove(src)
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return ..()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/on_reagent_change()
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handleFlaming()
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/update_icon()
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overlays.Cut()
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if(reagents.total_volume)
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@@ -24,5 +37,87 @@
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filling.icon += mix_color_from_reagents(reagents.reagent_list)
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overlays += filling
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name = "shot glass of " + reagents.get_master_reagent_name() //No matter what, the glass will tell you the reagent's name. Might be too abusable in the future.
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if(on_fire)
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overlays += "shotglass_fire"
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name = "flaming [name]"
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else
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name = "shot glass"
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/attackby(obj/item/W, mob/living/carbon/human/user)
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..()
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handleFlaming(W, user)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/proc/handleFlaming(obj/item/W, mob/living/carbon/human/user)
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if(!reagents && on_fire) //If no reagents exist inside the shot, it will obviously not sustain a burn
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extinguishShot()
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else if(!canBeFlaming() && on_fire) //If it's on fire, but can't sustain the flame, put it out
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extinguishShot()
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else if(canBeFlaming() && !on_fire && is_hot(W) > 300) //if it can burn yet not on fire, and is attacked by something hot, set it alight
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user.visible_message("<span class = 'warning'>[user] sets [src] alight!</span>", "<span class = 'notice'>You set [src] alight!</span>", "<span class = 'warning'>You hear a gentle crackling.</span>")
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lightShot()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/proc/canBeFlaming()
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var/datum/reagent/R = reagents.get_master_reagent()
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if(istype(R, /datum/reagent/consumable/ethanol))
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var/datum/reagent/consumable/ethanol/A = R
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if(A.volume >= 5 && A.alcohol_perc >= 0.35) //Only an approximation to if something's flammable but it will do
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return TRUE
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/proc/lightShot(var/silent)
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on_fire = TRUE
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processing_objects.Add(src) //So it can do stuff like set plasma clouds on fire
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set_light(light_intensity, null, light_color)
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if(!silent)
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visible_message("<span class = 'notice'>[src] begins to burn with a blue hue!</span>")
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/proc/extinguishShot(var/silent)
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on_fire = FALSE
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processing_objects.Remove(src)
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set_light(0)
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if(!silent)
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visible_message("<span class = 'notice'>The dancing flame on [src] dies out.</span>")
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update_icon()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/proc/clumsilyDrink(mob/living/carbon/human/user) //Clowns beware
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if(!on_fire)
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return
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user.visible_message("<span class = 'warning'>[user] pours [src] all over themself!</span>", "<span class = 'danger'>You pour [src] all over yourself!</span>", "<span class = 'warning'>You hear a 'whoompf' and a sizzle.</span>")
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reagents.reaction(user, TOUCH)
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reagents.clear_reagents()
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user.adjust_fire_stacks(reagents.total_volume/10)
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user.IgniteMob()
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extinguishShot(TRUE)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/process()
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if(on_fire)
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reagents.chem_temp = min(reagents.chem_temp + 10, SHOT_FLAME_TEMPERATURE)
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reagents.handle_reactions()
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var/turf/L = get_turf(src)
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if(L)
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L.hotspot_expose(SHOT_FLAME_TEMPERATURE, 5)
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return
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else
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processing_objects.Remove(src)
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/attack_self(mob/living/carbon/human/user)
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..()
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if(!on_fire)
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return
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if((CLUMSY in user.mutations) && prob(50))
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clumsilyDrink(user)
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else
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user.visible_message("<span class = 'notice'>[user] places their hand over [src] to put it out!</span>", "<span class = 'notice'>You use your hand to extinguish [src]!</span>")
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extinguishShot()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/attack(mob/living/carbon/human/user)
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if((CLUMSY in user.mutations) && prob(75) && on_fire)
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clumsilyDrink(user)
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else
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..()
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/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/shotglass/MouseDrop(mob/living/carbon/human/user)
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if((CLUMSY in user.mutations) && prob(75) && on_fire)
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clumsilyDrink(user)
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else
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..()
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@@ -424,6 +424,18 @@
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drink_desc = "Does... does this mean that Arthur and Ford are on the station? Oh joy."
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taste_message = "the number fourty two"
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/datum/reagent/consumable/ethanol/flaming_moe
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name = "Flaming Moe"
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id = "flamingmoe"
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description = "This seems like a bunch of various alcohols thrown together, along with what looks like prescription medicine..."
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reagent_state = LIQUID
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color = "#58447f"
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alcohol_perc = 0.5
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drink_icon = "flamingmoeglass"
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drink_name = "Flaming Moe"
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drink_desc = "Happiness is just a Flaming Moe away!"
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taste_message = "caramelised booze and medicine"
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/datum/reagent/consumable/ethanol/brave_bull
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name = "Brave Bull"
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id = "bravebull"
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@@ -224,6 +224,16 @@
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result_amount = 5
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mix_sound = 'sound/goonstation/misc/drinkfizz.ogg'
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/datum/chemical_reaction/flaming_moe
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name = "Flaming Moe"
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id = "flamingmoe"
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result = "flamingmoe"
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required_reagents = list("vodka" = 1, "gin" = 1, "cognac" = 1, "tequila" = 1, "oculine" = 1) //Close enough
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min_temp = 374 //Fire makes it good!
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result_amount = 5
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mix_sound = 'sound/goonstation/misc/drinkfizz.ogg'
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mix_message = "The concoction bursts into flame!"
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/datum/chemical_reaction/brave_bull
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name = "Brave Bull"
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id = "bravebull"
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Before Width: | Height: | Size: 76 KiB After Width: | Height: | Size: 78 KiB |
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