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Refactors the atmos watertank backpack (#24177)
* Refactors the atmos watertank backpack * Update code/game/objects/items/weapons/tanks/watertank.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/game/objects/items/weapons/tanks/watertank.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Adds spans * Henri review --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -13,14 +13,14 @@
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var/expand = 1
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var/metal = 0
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/obj/effect/particle_effect/foam/New(loc, ismetal=0)
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/obj/effect/particle_effect/foam/New(loc, ismetal = FALSE)
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..(loc)
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icon_state = "[ismetal ? "m":""]foam"
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if(!ismetal && reagents)
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color = mix_color_from_reagents(reagents.reagent_list)
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metal = ismetal
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playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
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spawn(3 + metal*3)
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playsound(src, 'sound/effects/bubbles2.ogg', 80, TRUE, -3)
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spawn(3 + metal * 3)
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process()
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spawn(120)
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STOP_PROCESSING(SSobj, src)
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@@ -171,7 +171,7 @@
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for(var/obj/item/Item in T)
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Item.extinguish()
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/datum/effect_system/smoke_spread/freezing/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, blasting = 0)
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/datum/effect_system/smoke_spread/freezing/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, blasting = FALSE)
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..()
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blast = blasting
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