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More blob work. Blob core chunk added.
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@@ -3,7 +3,7 @@
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/////////////////////////////////////////////
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/obj/effect/effect/smoke/chem
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icon = 'icons/effects/chemsmoke.dmi'
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opacity = 0
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opacity = TRUE
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time_to_live = 300
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pass_flags = PASSTABLE | PASSGRILLE | PASSGLASS //PASSGLASS is fine here, it's just so the visual effect can "flow" around glass
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@@ -16,6 +16,9 @@
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walk(src, 0) // Because we might have called walk_to, we must stop the walk loop or BYOND keeps an internal reference to us forever.
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return ..()
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/obj/effect/effect/smoke/chem/transparent
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opacity = FALSE
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/datum/effect/effect/system/smoke_spread/chem
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smoke_type = /obj/effect/effect/smoke/chem
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var/obj/chemholder
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@@ -36,6 +39,10 @@
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qdel(src)
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..()
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/datum/effect/effect/system/smoke_spread/chem/blob
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show_log = 0
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smoke_type = /obj/effect/effect/smoke/chem/transparent
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/datum/effect/effect/system/smoke_spread/chem/New()
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..()
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chemholder = new/obj()
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@@ -156,7 +163,7 @@
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if(passed_smoke)
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smoke = passed_smoke
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else
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smoke = new /obj/effect/effect/smoke/chem(location)
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smoke = new smoke_type(location)
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if(chemholder.reagents.reagent_list.len)
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chemholder.reagents.trans_to_obj(smoke, chemholder.reagents.total_volume / dist, copy = 1) //copy reagents to the smoke so mob/breathe() can handle inhaling the reagents
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@@ -166,7 +173,8 @@
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smoke.pixel_x = -32 + rand(-8, 8)
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smoke.pixel_y = -32 + rand(-8, 8)
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walk_to(smoke, T)
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smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
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if(initial(smoke.opacity))
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smoke.set_opacity(1) //switching opacity on after the smoke has spawned, and then
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sleep(150+rand(0,20)) // turning it off before it is deleted results in cleaner
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smoke.set_opacity(0) // lighting and view range updates
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fadeOut(smoke)
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