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Merge pull request #2640 from FalseIncarnate/master
Random Chem Blacklists, Strange Plant Fixes
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@@ -22,6 +22,8 @@ var/const/INGEST = 2
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for(var/path in paths)
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var/datum/reagent/D = new path()
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chemical_reagents_list[D.id] = D
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if(!D.can_grow_in_plants)
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plant_blocked_chems.Add(D.id)
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if(!chemical_reactions_list)
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//Chemical Reactions - Initialises all /datum/chemical_reaction into a list
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// It is filtered into multiple lists within a list.
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@@ -12,6 +12,7 @@
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var/color = "#000000" // rgb: 0, 0, 0 (does not support alpha channels - yet!)
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var/shock_reduction = 0
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var/penetrates_skin = 0 //Whether or not a reagent penetrates the skin
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var/can_grow_in_plants = 1 //Determines if the reagent can be grown in plants, 0 means it cannot be grown
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//Processing flags, defines the type of mobs the reagent will affect
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//By default, all reagents will ONLY affect organics, not synthetics. Re-define in the reagent's definition if the reagent is meant to affect synths
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var/process_flags = ORGANIC
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@@ -6,6 +6,7 @@
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reagent_state = LIQUID
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nutriment_factor = 0 //So alcohol can fill you up! If they want to.
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color = "#404030" // rgb: 64, 64, 48
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can_grow_in_plants = 0 //Alcoholic drinks won't be grown in plants (would "water down" random seed chems too much)
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var/datum/martial_art/drunk_brawling/F = new
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var/dizzy_adj = 3
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var/slurr_adj = 3
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