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Chem grenade fixes
Fixes #3986 - Foam reagent inheritance fixed: The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents. - Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment. - Tweaked smoke to apply reagent effects after it has stopped moving This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds). - Smoke also only effects tiles in a 3x3 grid now, rather than 5x5. - Summary: Chem smoke does slightly less damage (if it contains damaging reagents) Chem smoke proc calls reduced by 60-70% (significant lag reduction) Foam works properly again Foam proc calls reduced by 70-80%
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@@ -392,16 +392,15 @@ steam.start() -- spawns the effect
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R.my_atom = src
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return
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/obj/effect/effect/smoke/chem/Move()
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..()
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for(var/atom/A in view(2, src))
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if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
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if(prob(5))
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reagents.reaction(A)
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else
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reagents.reaction(A)
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return
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/obj/effect/effect/smoke/chem/proc/applyReagents()
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if(reagents.reagent_list.len)
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for(var/atom/A in view(1, src))
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if(!istype(A, src.type))
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if(reagents.has_reagent("radium")||reagents.has_reagent("uranium")||reagents.has_reagent("carbon")||reagents.has_reagent("thermite"))//Prevents unholy radium spam by reducing the number of 'greenglows' down to something reasonable -Sieve
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if(prob(5))
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reagents.reaction(A)
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else
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reagents.reaction(A)
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/obj/effect/effect/smoke/chem/affect(mob/living/carbon/M as mob )
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reagents.reaction(M)
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@@ -474,7 +473,7 @@ steam.start() -- spawns the effect
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direction = pick(alldirs)
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if(chemholder.reagents.total_volume != 1) // can't split 1 very well
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chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number) // copy reagents to each smoke, divide evenly
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chemholder.reagents.copy_to(smoke, chemholder.reagents.total_volume / number, safety = 1) // copy reagents to each smoke, divide evenly
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if(color)
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smoke.icon += color // give the smoke color, if it has any to begin with
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@@ -486,9 +485,16 @@ steam.start() -- spawns the effect
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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sleep(10)
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step(smoke,direction)
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spawn(150+rand(10,30))
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smoke.delete()
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src.total_smoke--
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//apply the reagents to the environment after the smoke has stopped moving - to reduce reagent spam
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for(i=0, i<2 + pick(0,1,), i++)
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smoke.applyReagents()
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sleep(20)
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sleep(60)
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smoke.delete()
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src.total_smoke--
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/////////////////////////////////////////////
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//////// Attach an Ion trail to any object, that spawns when it moves (like for the jetpack)
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@@ -615,6 +621,7 @@ steam.start() -- spawns the effect
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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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process()
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checkReagents()
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spawn(120)
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processing_objects.Remove(src)
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sleep(30)
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@@ -629,14 +636,13 @@ steam.start() -- spawns the effect
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delete()
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return
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// on delete, transfer any reagents to the floor
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/obj/effect/effect/foam/Del()
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// transfer any reagents to the floor
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/obj/effect/effect/foam/proc/checkReagents()
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if(!metal && reagents)
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for(var/atom/A in oview(0,src))
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for(var/atom/A in src.loc.contents)
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if(A == src)
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continue
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reagents.reaction(A, 1, 1)
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..()
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/obj/effect/effect/foam/process()
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if(--amount < 0)
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@@ -663,7 +669,7 @@ steam.start() -- spawns the effect
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F.create_reagents(10)
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if (reagents)
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for(var/datum/reagent/R in reagents.reagent_list)
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F.reagents.add_reagent(R.id,1)
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F.reagents.add_reagent(R.id, 1, safety = 1) //added safety check since reagents in the foam have already had a chance to react
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// foam disolves when heated
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// except metal foams
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@@ -734,9 +740,9 @@ steam.start() -- spawns the effect
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if(carried_reagents)
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for(var/id in carried_reagents)
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F.reagents.add_reagent(id,1)
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F.reagents.add_reagent(id, 1, null, 1) //makes a safety call because all reagents should have already reacted anyway
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else
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F.reagents.add_reagent("water", 1)
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F.reagents.add_reagent("water", 1, safety = 1)
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// wall formed by metal foams
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// dense and opaque, but easy to break
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@@ -151,12 +151,6 @@
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.reagents.trans_to(src, G.reagents.total_volume)
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if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
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var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
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steam.set_up(10, 0, get_turf(src))
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steam.attach(src)
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steam.start()
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for(var/atom/A in view(affected_area, src.loc))
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if( A == src ) continue
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src.reagents.reaction(A, 1, 10)
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@@ -165,11 +159,6 @@
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invisibility = INVISIBILITY_MAXIMUM //Why am i doing this?
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spawn(50) //To make sure all reagents can work
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del(src) //correctly before deleting the grenade.
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/*else
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icon_state = initial(icon_state) + "_locked"
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crit_fail = 1
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for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
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G.loc = get_turf(src.loc)*/
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/obj/item/weapon/grenade/chem_grenade/large
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@@ -240,6 +229,8 @@
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B2.reagents.add_reagent("phosphorus", 25)
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B2.reagents.add_reagent("sugar", 25)
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detonator = new/obj/item/device/assembly_holder/timer_igniter(src)
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beakers += B1
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beakers += B2
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icon_state = "grenade"
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