/obj/effects/water name = "water" icon = 'icons/effects/effects.dmi' icon_state = "extinguish" var/life = 15.0 flags = TABLEPASS mouse_opacity = 0 /obj/effects/water/pooled(var/poolname) life = initial(life) ..() /obj/effects/water/Move(turf/newloc) //var/turf/T = src.loc //if (istype(T, /turf)) // T.firelevel = 0 //TODO: FIX if (--src.life < 1) //SN src = null if (!disposed) pool(src) return 0 if(newloc.density) if (!disposed) pool(src) return 0 .=..() /obj/effects/water/proc/spray_at(var/turf/target, var/datum/reagents/R, var/try_connect_fluid = 0) if (!target || !R) pool(src) return var/turf/T for(var/b=0, b<5, b++) step_towards(src,target) T = get_turf(src) if(!R || !R.total_volume) break R.reaction(T,TOUCH,1) if (!R || !R.total_volume) //i guess they can get removed after the first reaction break for(var/atom/atm in T) R.reaction(atm,TOUCH,1) R.remove_any(1) sleep(2) if (try_connect_fluid && T && T.active_liquid) T.active_liquid.try_connect_to_adjacent() if(src.loc == target) break if (disposed) break if (!disposed) pool(src)