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Paradise/code/game/objects/effects/effect_system/effects_water.dm
KalevTait 89ba9c047c Code Readability - Effects (#18150)
* effects

* removed anchored = TRUE from objects that inherit that property within the effects folder and subfolders
2022-07-02 16:48:46 +01:00

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//WATER EFFECTS
/obj/effect/particle_effect/water
name = "water"
icon_state = "extinguish"
var/life = 15
/obj/effect/particle_effect/water/New()
..()
QDEL_IN(src, 70)
/obj/effect/particle_effect/water/Move(turf/newloc)
if(--life < 1)
qdel()
return 0
if(newloc.density)
return 0
.=..()
/obj/effect/particle_effect/water/Bump(atom/A)
if(reagents)
reagents.reaction(A)
if(istype(A,/atom/movable))
var/atom/movable/AM = A
AM.water_act(life, COLD_WATER_TEMPERATURE, src)
return ..()
/////////////////////////////////////////////
// GENERIC STEAM SPREAD SYSTEM
//Usage: set_up(number of bits of steam, use North/South/East/West only, spawn location)
// The attach(atom/atom) proc is optional, and can be called to attach the effect
// to something, like a smoking beaker, so then you can just call start() and the steam
// will always spawn at the items location, even if it's moved.
/* Example:
var/datum/effect_system/steam_spread/steam = new /datum/effect_system/steam_spread() -- creates new system
steam.set_up(5, 0, mob.loc) -- sets up variables
OPTIONAL: steam.attach(mob)
steam.start() -- spawns the effect
*/
/////////////////////////////////////////////
/obj/effect/particle_effect/steam
name = "steam"
icon_state = "extinguish"
density = FALSE
/obj/effect/particle_effect/steam/New()
..()
QDEL_IN(src, 20)
/datum/effect_system/steam_spread
effect_type = /obj/effect/particle_effect/steam