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- Chemistry smoke now is laced with everything inside of the beaker/container. Using a new smoke icon, the smoke will exhibit a color combination of the reagents just like normal, so you can easily identify a cloud of pacid smoke from dexalin smoke. (space drugs smoke, anyone?)
- A new /datum/reagents proc called copy_to() works like trans_to() except that it "copies" reagents instead of transferring them. - Modified all breathing mobs to support inhaling chemical smoke reagents. If you are a-hatin', please leave all your hate in this revision page. This is a very significant game change, and to be honest I only briefly mentioned it over IRC a couple of times (however the idea was positively received). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2033 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -211,6 +211,16 @@
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effects -- Doohl
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for(var/obj/effects/chem_smoke/smoke in view(2, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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@@ -192,6 +192,16 @@
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effects -- Doohl
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for(var/obj/effects/chem_smoke/smoke in view(2, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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@@ -282,6 +282,15 @@
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effects -- Doohl
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for(var/obj/effects/chem_smoke/smoke in view(2, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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@@ -407,6 +416,7 @@
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fire_alert = 0
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//Temporary fixes to the alerts.
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return 1
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@@ -202,6 +202,16 @@
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var/breath_moles = environment.total_moles()*BREATH_PERCENTAGE
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breath = loc.remove_air(breath_moles)
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// Handle chem smoke effects -- Doohl
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for(var/obj/effects/chem_smoke/smoke in view(2, src))
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if(smoke.reagents.total_volume)
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smoke.reagents.reaction(src, INGEST)
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spawn(5)
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if(smoke)
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smoke.reagents.copy_to(src, 10) // I dunno, maybe the reagents enter the blood stream through the lungs?
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break // If they breathe in the nasty stuff once, no need to continue checking
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else //Still give containing object the chance to interact
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if(istype(loc, /obj/))
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var/obj/location_as_object = loc
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