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5926589c16
* removes var/ inside all procs * . * ugh
48 lines
1.7 KiB
Plaintext
48 lines
1.7 KiB
Plaintext
/obj/effect/decal/cleanable/blood/reagent //Yes, we are using the blood system for this
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name = "liquid"
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dryname = "dried liquid"
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desc = "It's a liquid, how boring and bland."
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drydesc = "It's dry and crusty and boring and bland."
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basecolor = "#FFFFFF"
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var/ckey_source = null //The person the liquid came from
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var/ckey_spawner = null //The person who extracted the reagent
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var/custombasename = null
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var/custombasedesc = null
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var/custombasecolor = null
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/obj/effect/decal/cleanable/blood/reagent/Initialize(mapload, spill_name, spill_color, spill_reagentid, new_amount, ckey_user, ckey_spawn)
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. = ..()
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switch(spill_reagentid) //To ensure that if people spill some liquids, it wont cause issues with spawning, like spilling blood. Also allow for spilling of certain things to
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if("blood")
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return
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if("water") //Dont recall if we have a water puddle system, but keeping this blacklisted, would be silly with dried water puddles.
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return
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ckey_source = ckey_spawn
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ckey_spawner = ckey_user
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name = "[spill_name]"
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dryname = "dried [spill_name]"
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desc = "It's a puddle of [spill_name]"
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drydesc = "It's a dried puddle of [spill_name]"
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basecolor = spill_color
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amount = new_amount
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custombasename = "[spill_name]"
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custombasedesc = "It's a puddle of [spill_name]"
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custombasecolor = spill_color
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update_icon()
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START_PROCESSING(SSobj, src)
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/obj/effect/decal/cleanable/blood/reagent/update_icon()
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if(custombasecolor == "rainbow") custombasecolor = get_random_colour(1)
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color = custombasecolor
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name = custombasename
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desc = custombasedesc
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/obj/effect/decal/cleanable/blood/reagent/Crossed(mob/living/carbon/human/perp)
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//Nothing, we dont wanna spread our mess all over, at least not until people want that
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