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Part 2 of the WIP chemistry stuff
Map update with secure doors!
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@@ -1 +0,0 @@
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/obj/structure/closet/detective
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@@ -390,6 +390,7 @@ steam.start() -- spawns the effect
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anchored = 0.0
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mouse_opacity = 0
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var/amount = 6.0
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var/divisor = 1
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icon = 'chemsmoke.dmi'
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pixel_x = -32
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@@ -407,14 +408,22 @@ steam.start() -- spawns the effect
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/obj/effect/effect/chem_smoke/Move()
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..()
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var/obj/R = new /obj()
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R.reagents = new/datum/reagents(500)
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reagents.trans_to(R, reagents.total_volume/divisor)
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for(var/atom/A in view(1, src))
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reagents.reaction(A)
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R.reagents.reaction(A)
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del(R)
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return
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/obj/effect/effect/chem_smoke/HasEntered(mob/living/carbon/M as mob )
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..()
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reagents.reaction(M)
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var/obj/R = new /obj()
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R.reagents = new/datum/reagents(500)
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reagents.trans_to(R, reagents.total_volume/divisor)
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R.reagents.reaction(M)
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del(R)
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return
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@@ -475,7 +484,9 @@ steam.start() -- spawns the effect
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spawn(0)
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if(holder)
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src.location = get_turf(holder)
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var/iterator = pick(0,1,1,1,2,2,2,3)
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var/obj/effect/effect/chem_smoke/smoke = new /obj/effect/effect/chem_smoke(src.location)
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smoke.divisor = iterator + 1
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src.total_smoke++
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var/direction = src.direction
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if(!direction)
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@@ -485,7 +496,7 @@ 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*2 / number) // copy reagents to each smoke, divide evenly
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if(finalcolor)
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smoke.icon += finalcolor // give the smoke color, if it has any to begin with
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@@ -494,7 +505,7 @@ steam.start() -- spawns the effect
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smoke.icon = '96x96.dmi'
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smoke.icon_state = "smoke"
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for(i=0, i<pick(0,1,1,1,2,2,2,3), i++)
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for(i=0, i<iterator, 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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