procs
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@@ -72,7 +72,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
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sleep(5)
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step(E,direction)
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if(!QDELETED(src))
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addtimer(CALLBACK(src, .proc/decrement_total_effect), 20)
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addtimer(CALLBACK(src, PROC_REF(decrement_total_effect)), 20)
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/datum/effect_system/proc/decrement_total_effect()
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total_effects--
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@@ -17,7 +17,7 @@
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var/direct = pick(GLOB.alldirs)
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var/steps_amt = pick(1;25,2;50,3,4;200)
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for(var/j in 1 to steps_amt)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/_step, expl, direct), j)
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addtimer(CALLBACK(GLOBAL_PROC, GLOBAL_PROC_REF(_step), expl, direct), j)
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/obj/effect/explosion
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name = "fire"
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@@ -55,4 +55,4 @@
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S.start()
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/datum/effect_system/explosion/smoke/start()
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..()
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addtimer(CALLBACK(src, .proc/create_smoke), 5)
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addtimer(CALLBACK(src, PROC_REF(create_smoke)), 5)
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@@ -315,7 +315,7 @@
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/obj/structure/foamedmetal/resin/Initialize(mapload)
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. = ..()
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neutralize_air()
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addtimer(CALLBACK(src, .proc/neutralize_air), 5) // yeah this sucks, maybe when auxmos is out
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addtimer(CALLBACK(src, PROC_REF(neutralize_air)), 5) // yeah this sucks, maybe when auxmos is out
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/obj/structure/foamedmetal/resin/proc/neutralize_air()
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if(isopenturf(loc))
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@@ -64,7 +64,7 @@
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if(C.smoke_delay)
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return 0
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C.smoke_delay++
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addtimer(CALLBACK(src, .proc/remove_smoke_delay, C), 10)
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addtimer(CALLBACK(src, PROC_REF(remove_smoke_delay), C), 10)
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return 1
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/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
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