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* LINDA -> MILLA * Tiles now change their atmos mode properly. * Fixed a bug that made walls generate supercold air when deconstructed/destroyed. * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Begone, var! * MILLA -> milla * Lint. * More lint. * Prevent negative/NaN atmos from spreading. * Made fires start more reliably. * Undef what the rest should not see. * Enums are nice. * Match LINDA better. * Debugging verbs. * Debug verb fixes. * Labelled more lavaland stuff with ATMOS_MODE_LAVALAND * Block superconductivity on a couple more things for Lavaland. * Updated milla.dll * Lavaland map fixes. * Missed a spot. * Begone, var! (again) * Add libmilla_ci.so for continuous integration tests. * Install/contributing instructions for MILLA. * Directional plasmaglass windows on shuttles shouldn't stop protecting from heat after moving. * Banish bad naming. * Better naming and debug stats for SSair. * Apply suggestions from code review Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Magic numbers and formatting. * Don't screw up the temperature during reactions. * Efficiency and readability. * Fix hotspots. * Removed redundant safety (MILLA will already output an error) * Optimizations. * oops * TGS build script update. * Change API of gas_mixture and how you get one from a turf. * Get in there. * so many vars * MILLA binary updates. * Lint * Made MT cost more honest. * Gave MILLA a read-only mode. * More read-only vs synchronized mode work. * Even more. * Synchronize disposals. * Updated a bunch of stuff to use SSair.synchronize or GM.synchronize. * MILLA <3 Tracy * lint * cargo fmt * more lint * Test needed MILLA sync. * Silence atmos machinery that's behaving as intended, but continue objecting to other potential failures to synchronize. * Push new MILLA DLL * Build MILLA * Update PR instructions for MILLA. * Add some fancy plasmaglass windows to the Lifebringers' ship. * The golems remembered that they should insulate *all* their engines. * First round of TM bugfixes. * Build MILLA * fix two lavaland ruin turf types * bunch more maps * fixes milla ci and makes the interesting turf verb better * Solid turfs can no longer conduct heat (for now...) * Made indoor tiles in beach and winter biodomes not lavaland air. * Re-added random IT teleport, adjusted warning message * Fixed a tinted window on Lavaland to be a plasglass window instead. * Made firelocks and holofans heatproof * Made RPD auto-wrench pipes if you have a wrench in your offhand. * Runtime fixes. * Made visuals update more reliably. * Lint * Update .github/CONTRIBUTING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * The Syndicate have installed tiny fans on their research base. * The syndicate have figured out how to make plastitanium windows heatproof. * This is getting out of hand. Now there are two of them. * Un-break the auto-wrenching that I broke before committing. * Build MILLA * Build MILLA * Massive MILLA refactor, assorted bugfixes. * Build MILLA * Explicit typing. * Less sleeping/blocking. * Build MILLA * Yes, yes, this part can sleep. * Build MILLA * SSair reporting improvements. * Build MILLA * Please do not dock twice and splat yourself. * Build MILLA * Pls to not make SM go nuts. * Build MILLA * Build MILLA * Added stricter lower bounds on plasmafire, fixing perpetually-burning SM. * Build MILLA * Lint * Temporary logging, begone. * Build MILLA * Prevent hotspot strobing. * Add in radiate_to_spess behavior. * Build MILLA * progress * Compiling is good. * bugfixes * Progress. * Ruins update. * This one exists. * Fixup temporary hotspots to last longer than one tick. * Add/fix comments. * Cut the slash. * Fix test. * No sleep for you. * Build MILLA * Prevent nested MILLA safety from runtiming. * Build MILLA * Runtime fix. * Build MILLA * Fix canisters not updating icon when gas contents change. * Build MILLA * Build MILLA * Fixed an issue that made mechs very cold on environment air. * Build MILLA * oops * Build MILLA * Walls can make loud noises again. * Build MILLA * Fixes a rare runtime. * Build MILLA * Update .github/DOWNLOADING.md Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Review suggestions * Lint * Build MILLA * bound_mixtures now only contains mixtures that can be written * Build MILLA * Apply suggestions from code review Co-authored-by: Matt <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Build MILLA * Restore the original async behavior of pyro anomalies. * Build MILLA * Build MILLA * Make the safety assertion in /datum/milla_safe safer. * Build MILLA --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com> Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: warriorstar-orion <orion@snowfrost.garden> Co-authored-by: GDN <Roanrichards1@Gmail.com>
226 lines
7.1 KiB
Plaintext
226 lines
7.1 KiB
Plaintext
/////////////////////////////////////////////
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//// SMOKE SYSTEMS
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// direct can be optionally added when set_up, to make the smoke always travel in one direction
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// in case you wanted a vent to always smoke north for example
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke
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name = "smoke"
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icon_state = "smoke"
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icon = 'icons/effects/96x96.dmi'
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pixel_x = -32
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pixel_y = -32
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opacity = TRUE
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anchored = FALSE
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plane = SMOKE_PLANE
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layer = FLY_LAYER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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var/steps = 0
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var/lifetime = 10 SECONDS_TO_LIFE_CYCLES
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var/direction
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var/causes_coughing = FALSE
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/obj/effect/particle_effect/smoke/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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RegisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE), PROC_REF(smoke_mob)) //If someone crosses the smoke or the smoke crosses someone
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GLOB.smokes_active++
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lifetime += rand(-1, 1)
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create_reagents(10)
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/obj/effect/particle_effect/smoke/Destroy()
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animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
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STOP_PROCESSING(SSobj, src)
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UnregisterSignal(src, list(COMSIG_MOVABLE_CROSSED, COMSIG_CROSSED_MOVABLE))
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GLOB.smokes_active--
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return ..()
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/obj/effect/particle_effect/smoke/proc/fade_out(frames = 16)
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animate(src, 2 SECONDS, alpha = 0, easing = EASE_IN | CIRCULAR_EASING)
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/obj/effect/particle_effect/smoke/proc/kill_smoke()
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STOP_PROCESSING(SSobj, src)
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INVOKE_ASYNC(src, PROC_REF(fade_out))
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QDEL_IN(src, 2 SECONDS)
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/obj/effect/particle_effect/smoke/process()
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lifetime--
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if(lifetime < 1)
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kill_smoke()
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return FALSE
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if(steps >= 1)
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step(src,direction)
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steps--
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for(var/mob/living/carbon/M in range(1, src))
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smoke_mob(M)
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return TRUE
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/obj/effect/particle_effect/smoke/proc/smoke_mob(mob/living/carbon/breather)
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SIGNAL_HANDLER //COMSIG_MOVABLE_CROSSED and COMSIG_CROSSED_MOVABLE
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if(!istype(breather))
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return FALSE
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if(lifetime < 1)
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return FALSE
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if(!breather.can_breathe_gas())
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return FALSE
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if(breather.smoke_delay)
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addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS) //Sometimes during testing I'd somehow end up with a permanent smoke delay, so this is in case of that
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return FALSE
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if(reagents)
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reagents.trans_to(breather, reagents.total_volume)
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if(causes_coughing)
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breather.drop_item()
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breather.adjustOxyLoss(1)
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INVOKE_ASYNC(breather, TYPE_PROC_REF(/mob/living/carbon, emote), "cough")
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breather.smoke_delay++
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addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), breather), 1 SECONDS)
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return TRUE
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/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
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if(C)
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C.smoke_delay = 0
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/datum/effect_system/smoke_spread
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effect_type = /obj/effect/particle_effect/smoke
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var/datum/reagents/chemicals_to_add
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var/units_per_smoke = 0
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var/direction
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/datum/effect_system/smoke_spread/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals = null)
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number = clamp(amount, 0, 20)
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cardinals = only_cardinals
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location = get_turf(source)
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if(desired_direction)
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direction = desired_direction
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if(chemicals)
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chemicals_to_add = chemicals
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units_per_smoke = clamp((chemicals_to_add.total_volume / number), 0, 10)
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/datum/effect_system/smoke_spread/start()
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var/smoke_budget = GLOBAL_SMOKE_LIMIT - GLOB.smokes_active
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if(smoke_budget < number) //Dream blunt rotation scenario
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return
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for(var/i in 1 to number)
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if(holder)
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location = get_turf(holder)
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var/obj/effect/particle_effect/smoke/S = new effect_type(location, (chemicals_to_add ? TRUE : FALSE))
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if(chemicals_to_add)
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chemicals_to_add.copy_to(S, units_per_smoke)
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S.color = mix_color_from_reagents(chemicals_to_add.reagent_list)
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if(!direction)
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if(cardinals)
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S.direction = pick(GLOB.cardinal)
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else
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S.direction = pick(GLOB.alldirs)
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else
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S.direction = direction
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S.steps = pick(0,1,1,1,2,2,2,3)
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S.process()
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/////////////////////////////////////////////
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// Bad smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/bad
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lifetime = 16 SECONDS_TO_LIFE_CYCLES
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causes_coughing = TRUE
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/obj/effect/particle_effect/smoke/bad/CanPass(atom/movable/mover, turf/target, height = 0)
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if(!height)
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return TRUE
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if(istype(mover, /obj/item/projectile/beam))
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var/obj/item/projectile/beam/B = mover
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B.damage = (B.damage / 2)
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return TRUE
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/datum/effect_system/smoke_spread/bad
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effect_type = /obj/effect/particle_effect/smoke/bad
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/////////////////////////////////////////////
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// Nanofrost smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/freezing
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name = "nanofrost smoke"
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color = "#B2FFFF"
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opacity = FALSE
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/datum/effect_system/smoke_spread/freezing
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effect_type = /obj/effect/particle_effect/smoke/freezing
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var/blast = FALSE
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/datum/effect_system/smoke_spread/freezing/proc/Chilled(atom/A)
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if(issimulatedturf(A))
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var/turf/simulated/T = A
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if(!T.blocks_air)
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var/datum/milla_safe/smoke_spread_chill/milla = new()
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milla.invoke_async(src, T)
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for(var/obj/machinery/atmospherics/unary/vent_pump/V in T)
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if(!isnull(V.welded) && !V.welded) //must be an unwelded vent pump.
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V.welded = TRUE
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V.update_icon()
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V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
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for(var/obj/machinery/atmospherics/unary/vent_scrubber/U in T)
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if(!isnull(U.welded) && !U.welded) //must be an unwelded vent scrubber.
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U.welded = TRUE
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U.update_icon()
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U.visible_message("<span class='danger'>[U] was frozen shut!</span>")
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for(var/mob/living/L in T)
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L.ExtinguishMob()
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for(var/obj/item/Item in T)
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Item.extinguish()
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/datum/milla_safe/smoke_spread_chill
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/datum/milla_safe/smoke_spread_chill/on_run(datum/effect_system/smoke_spread/smoke, turf/T)
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var/datum/gas_mixture/env = get_turf_air(T)
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if(get_dist(T, smoke) < 2) // Otherwise we'll get silliness like people using Nanofrost to kill people through walls with cold air
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env.set_temperature(2)
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for(var/obj/effect/hotspot/H in T)
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qdel(H)
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if(env.toxins())
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env.set_nitrogen(env.nitrogen() + env.toxins())
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env.set_toxins(0)
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/datum/effect_system/smoke_spread/freezing/set_up(amount = 5, only_cardinals = FALSE, source, desired_direction, datum/reagents/chemicals, blasting = FALSE)
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..()
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blast = blasting
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/datum/effect_system/smoke_spread/freezing/start()
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if(blast)
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for(var/turf/T in RANGE_TURFS(2, location))
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Chilled(T)
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..()
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/////////////////////////////////////////////
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// Sleep smoke
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/////////////////////////////////////////////
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/obj/effect/particle_effect/smoke/sleeping
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color = "#9C3636"
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lifetime = 20 SECONDS_TO_LIFE_CYCLES
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causes_coughing = TRUE
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/obj/effect/particle_effect/smoke/sleeping/process()
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if(..())
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for(var/mob/living/carbon/M in range(1,src))
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smoke_mob(M)
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/obj/effect/particle_effect/smoke/sleeping/smoke_mob(mob/living/carbon/M)
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if(..())
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M.Sleeping(20 SECONDS)
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return TRUE
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/datum/effect_system/smoke_spread/sleeping
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effect_type = /obj/effect/particle_effect/smoke/sleeping
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////////////////////////////////////
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// See-through smoke
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///////////////////////////////////
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/obj/effect/particle_effect/smoke/transparent
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opacity = FALSE
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alpha = 125
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/datum/effect_system/smoke_spread/transparent
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effect_type = /obj/effect/particle_effect/smoke/transparent
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