Merge branch 'master' of https://github.com/Citadel-Station-13/Citadel-Station-13 into eigenstasium-nope

This commit is contained in:
Putnam
2020-03-06 22:57:12 -08:00
497 changed files with 213660 additions and 207885 deletions
@@ -16,4 +16,5 @@
return FALSE
/obj/item/proc/altafterattack(atom/target, mob/user, proximity_flag, click_parameters)
SEND_SIGNAL(src, COMSIG_ITEM_ALT_AFTERATTACK, target, user, proximity_flag, click_parameters)
return FALSE
@@ -543,7 +543,7 @@
if (statusStrength < 0)
status = null
owner.remove_movespeed_modifier(MOVESPEED_ID_MKULTRA)
owner.Knockdown(50)
owner.DefaultCombatKnockdown(50)
to_chat(owner, "<span class='notice'><i>Your body gives out as the adrenaline in your system runs out.</i></span>")
else
statusStrength -= 1
@@ -638,7 +638,7 @@
H.adjust_arousal(5)
C.jitteriness += 100
C.stuttering += 25
C.Knockdown(60)
C.DefaultCombatKnockdown(60)
C.Stun(60)
to_chat(owner, "<span class='warning'><i>Your muscles seize up, then start spasming wildy!</i></span>")
@@ -1,18 +0,0 @@
/datum/status_effect/incapacitating/knockdown/on_creation(mob/living/new_owner, set_duration, updating_canmove, override_duration, override_stam)
if(iscarbon(new_owner) && (isnum(set_duration) || isnum(override_duration)))
if(istype(new_owner.buckled, /obj/vehicle/ridden))
var/obj/buckl = new_owner.buckled
buckl.unbuckle_mob(new_owner)
new_owner.resting = TRUE
new_owner.adjustStaminaLoss(isnull(override_stam)? set_duration*0.25 : override_stam)
if(isnull(override_duration) && (set_duration > 80))
set_duration = set_duration*0.01
return ..()
else if(!isnull(override_duration))
set_duration = override_duration
return ..()
else if(updating_canmove)
new_owner.update_canmove()
qdel(src)
else
. = ..()
@@ -53,7 +53,7 @@
if (1)
shake_camera(M, ((force - 10) * 0.015 + 1), ((force - 10) * 0.015))
if (2)
if (!M.canmove)
if(!CHECK_MOBILITY(M, MOBILITY_MOVE))
shake_camera(M, ((force - 10) * 0.015 + 1), ((force - 10) * 0.015))
/obj/item/attack_obj(obj/O, mob/living/user)
@@ -0,0 +1,83 @@
/obj/item/electropack/shockcollar
name = "shock collar"
desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
icon_state = "shockcollar"
item_state = "shockcollar"
body_parts_covered = NECK
slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
w_class = WEIGHT_CLASS_SMALL
strip_delay = 60
equip_delay_other = 60
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
var/tagname = null
/datum/design/electropack/shockcollar
name = "Shockcollar"
id = "shockcollar"
build_type = AUTOLATHE
build_path = /obj/item/electropack/shockcollar
materials = list(MAT_METAL=5000, MAT_GLASS=2000)
category = list("hacked", "Misc")
/obj/item/electropack/shockcollar/attack_hand(mob/user)
if(loc == user && user.get_item_by_slot(SLOT_NECK))
to_chat(user, "<span class='warning'>The collar is fastened tight! You'll need help taking this off!</span>")
return
..()
/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
if(!signal || signal.data["code"] != code)
return
if(isliving(loc) && on)
if(shock_cooldown != 0)
return
shock_cooldown = 1
spawn(100)
shock_cooldown = 0
var/mob/living/L = loc
step(L, pick(GLOB.cardinals))
to_chat(L, "<span class='danger'>You feel a sharp shock from the collar!</span>")
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, L)
s.start()
L.DefaultCombatKnockdown(100)
if(master)
master.receive_signal()
return
/obj/item/electropack/shockcollar/attack_self(mob/user) //Turns out can't fully source this from the parent item, spritepath gets confused if power toggled. Will come back to this when I know how to code better and readd powertoggle..
var/option = "Change Name"
option = input(user, "What do you want to do?", "[src]", option) as null|anything in list("Change Name", "Change Frequency")
switch(option)
if("Change Name")
var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
if(t)
tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
name = "[initial(name)] - [tagname]"
if("Change Frequency")
if(!ishuman(user))
return
user.set_machine(src)
var/dat = {"<SK><BR>
<B>Frequency/Code</B> for shock collar:<BR>
Frequency:
<A href='byond://?src=\ref[src];freq=-10'>-</A>
<A href='byond://?src=\ref[src];freq=-2'>-</A> [format_frequency(frequency)]
<A href='byond://?src=\ref[src];freq=2'>+</A>
<A href='byond://?src=\ref[src];freq=10'>+</A><BR>
Code:
<A href='byond://?src=\ref[src];code=-5'>-</A>
<A href='byond://?src=\ref[src];code=-1'>-</A> [code]
<A href='byond://?src=\ref[src];code=1'>+</A>
<A href='byond://?src=\ref[src];code=5'>+</A><BR>
</SK>"}
user << browse(dat, "window=radio")
onclose(user, "radio")
return
@@ -0,0 +1,21 @@
/obj/structure/chair/alt_attack_hand(mob/living/user)
if(Adjacent(user) && istype(user))
if(!item_chair || !user.can_hold_items() || !has_buckled_mobs() || buckled_mobs.len > 1 || dir != user.dir || flags_1 & NODECONSTRUCT_1)
return TRUE
if(!user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return TRUE
if(user.getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(user, "<span class='warning'>You're too exhausted for that.</span>")
return TRUE
var/mob/living/poordude = buckled_mobs[1]
if(!istype(poordude))
return TRUE
user.visible_message("<span class='notice'>[user] pulls [src] out from under [poordude].</span>", "<span class='notice'>You pull [src] out from under [poordude].</span>")
var/C = new item_chair(loc)
user.put_in_hands(C)
poordude.DefaultCombatKnockdown(20)//rip in peace
user.adjustStaminaLoss(5)
unbuckle_all_mobs(TRUE)
qdel(src)
return TRUE
@@ -11,6 +11,6 @@
layer_index = PENIS_LAYER_INDEX
var/length = 6 //inches
var/girth = 0
var/girth_ratio = COCK_GIRTH_RATIO_DEF //citadel_defines.dm for these defines
var/girth_ratio = COCK_DIAMETER_RATIO_DEF //citadel_defines.dm for these defines
var/knot_girth_ratio = KNOT_GIRTH_RATIO_DEF
var/list/oviflags = list()
@@ -11,12 +11,13 @@
genital_flags = CAN_MASTURBATE_WITH|CAN_CLIMAX_WITH|GENITAL_CAN_AROUSE
linked_organ_slot = ORGAN_SLOT_TESTICLES
fluid_transfer_factor = 0.5
size = 2 //arbitrary value derived from length and girth for sprites.
size = 2 //arbitrary value derived from length and diameter for sprites.
layer_index = PENIS_LAYER_INDEX
var/length = 6 //inches
var/prev_length = 6
var/girth = 4.38
var/girth_ratio = COCK_GIRTH_RATIO_DEF //0.73; check citadel_defines.dm
var/prev_length = 6 //really should be renamed to prev_length
var/diameter = 4.38
var/diameter_ratio = COCK_DIAMETER_RATIO_DEF //0.25; check citadel_defines.dm
/obj/item/organ/genital/penis/modify_size(modifier, min = -INFINITY, max = INFINITY)
var/new_value = CLAMP(length + modifier, min, max)
@@ -68,7 +69,7 @@
else if ((round(length) < round(prev_length)) && (length > 0.5))
to_chat(owner, "<span class='warning'>Your [pick(GLOB.gentlemans_organ_names)] [pick("shrinks down to", "decreases into", "diminishes into", "deflates into", "shrivels regretfully into", "contracts into")] a [uppertext(round(length))] inch penis.</b></span>")
icon_state = sanitize_text("penis_[shape]_[size]")
girth = (length * girth_ratio)//Is it just me or is this ludicous, why not make it exponentially decay?
diameter = (length * diameter_ratio)//Is it just me or is this ludicous, why not make it exponentially decay?
/obj/item/organ/genital/penis/update_appearance()
@@ -77,7 +78,8 @@
var/icon_shape = S ? S.icon_state : "human"
icon_state = "penis_[icon_shape]_[size]"
var/lowershape = lowertext(shape)
desc = "You see [aroused_state ? "an erect" : "a flaccid"] [lowershape] [name]. You estimate it's about [round(length, 0.25)] inch[round(length, 0.25) != 1 ? "es" : ""] long and [round(girth, 0.25)] inch[round(girth, 0.25) != 1 ? "es" : ""] in girth."
desc = "You see [aroused_state ? "an erect" : "a flaccid"] [lowershape] [name]. You estimate it's about [round(length, 0.25)] inch[round(length, 0.25) != 1 ? "es" : ""] long and [round(diameter, 0.25)] inch[round(diameter, 0.25) != 1 ? "es" : ""] in diameter."
if(owner)
if(owner.dna.species.use_skintones && owner.dna.features["genitals_use_skintone"])
if(ishuman(owner)) // Check before recasting type, although someone fucked up if you're not human AND have use_skintones somehow...
@@ -97,6 +99,6 @@
else
color = "#[D.features["cock_color"]]"
length = D.features["cock_length"]
girth_ratio = D.features["cock_girth_ratio"]
diameter_ratio = D.features["cock_diameter_ratio"]
shape = D.features["cock_shape"]
prev_length = length
@@ -168,8 +168,9 @@
set category = "Object"
set src in usr
if(!usr.canmove || usr.stat || usr.restrained())
return 0
var/mob/living/L = usr
if(!istype(L) || !CHECK_MOBILITY(L, MOBILITY_USE))
return FALSE
switch(unbuttoned)
if(0)
@@ -14,8 +14,7 @@ GLOBAL_PROTECT(mentor_href_token)
/datum/mentors/New(ckey)
if(!ckey)
QDEL_IN(src, 0)
throw EXCEPTION("Mentor datum created without a ckey")
return
CRASH("Mentor datum created without a ckey")
target = ckey(ckey)
name = "[ckey]'s mentor datum"
href_token = GenerateToken()
@@ -8,16 +8,6 @@
//oh no vore time
var/voremode = FALSE
/mob/living/carbon/CanPass(atom/movable/mover, turf/target)
. = ..()
if(.)
var/mob/living/mobdude = mover
if(istype(mobdude))
if(!resting && mobdude.resting)
if(!(mobdude.pass_flags & PASSMOB))
return FALSE
return .
/mob/living/carbon/proc/toggle_combat_mode(forced, silent)
if(!forced)
if(recoveringstam || stat != CONSCIOUS)
@@ -4,7 +4,7 @@
/mob/living/carbon/human/resist_embedded()
if(handcuffed || legcuffed || (wear_suit && wear_suit.breakouttime))
return
if(canmove && !on_fire)
if(CHECK_MOBILITY(src, MOBILITY_MOVE) && !on_fire)
for(var/obj/item/bodypart/L in bodyparts)
if(istype(L) && L.embedded_objects.len)
for(var/obj/item/I in L.embedded_objects)
@@ -25,4 +25,3 @@
if(!has_embedded_objects())
clear_alert("embeddedobject")
SEND_SIGNAL(user, COMSIG_CLEAR_MOOD_EVENT, "embedded")
return
@@ -1,18 +1,18 @@
/mob/living/carbon/human/Move(NewLoc, direct)
var/oldpseudoheight = pseudo_z_axis
. = ..()
if(. && sprinting && !(movement_type & FLYING) && canmove && !resting && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
if(. && sprinting && !(movement_type & FLYING) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_MOVE|MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && has_gravity(loc) && !pulledby)
if(!HAS_TRAIT(src, TRAIT_FREESPRINT))
doSprintLossTiles(1)
if((oldpseudoheight - pseudo_z_axis) >= 8)
to_chat(src, "<span class='warning'>You trip off of the elevated surface!</span>")
for(var/obj/item/I in held_items)
accident(I)
Knockdown(80)
DefaultCombatKnockdown(80)
/mob/living/carbon/human/movement_delay()
. = 0
if(!resting && m_intent == MOVE_INTENT_RUN && sprinting)
if((mobility_flags & MOBILITY_STAND) && m_intent == MOVE_INTENT_RUN && sprinting)
var/static/datum/config_entry/number/movedelay/sprint_speed_increase/SSI
if(!SSI)
SSI = CONFIG_GET_ENTRY(number/movedelay/sprint_speed_increase)
@@ -23,7 +23,7 @@
/mob/living/carbon/human/proc/togglesprint() // If you call this proc outside of hotkeys or clicking the HUD button, I'll be disappointed in you.
sprinting = !sprinting
if(!resting && m_intent == MOVE_INTENT_RUN && canmove)
if((m_intent == MOVE_INTENT_RUN) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
if(sprinting)
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
@@ -25,7 +25,7 @@
/mob/living/movement_delay(ignorewalk = 0)
. = ..()
if(resting)
if(!CHECK_MOBILITY(src, MOBILITY_STAND))
. += 6
/atom
@@ -53,85 +53,22 @@
pseudo_z_axis = newloc.get_fake_z()
pixel_z = pseudo_z_axis
/mob/living/proc/lay_down()
set name = "Rest"
set category = "IC"
if(client && client.prefs && client.prefs.autostand)
intentionalresting = !intentionalresting
to_chat(src, "<span class='notice'>You are now attempting to [intentionalresting ? "[!resting ? "lay down and ": ""]stay down" : "[resting ? "get up and ": ""]stay up"].</span>")
if(intentionalresting && !resting)
resting = TRUE
update_canmove()
else
resist_a_rest()
else
if(!resting)
resting = TRUE
to_chat(src, "<span class='notice'>You are now laying down.</span>")
update_canmove()
else
resist_a_rest()
/mob/living/proc/resist_a_rest(automatic = FALSE, ignoretimer = FALSE) //Lets mobs resist out of resting. Major QOL change with combat reworks.
if(!resting || stat || attemptingstandup)
return FALSE
if(ignoretimer)
resting = FALSE
update_canmove()
return TRUE
else
var/totaldelay = 3 //A little bit less than half of a second as a baseline for getting up from a rest
if(getStaminaLoss() >= STAMINA_SOFTCRIT)
to_chat(src, "<span class='warning'>You're too exhausted to get up!")
return FALSE
attemptingstandup = TRUE
var/health_deficiency = max((maxHealth - (health - getStaminaLoss()))*0.5, 0)
if(!has_gravity())
health_deficiency = health_deficiency*0.2
totaldelay += health_deficiency
var/standupwarning = "[src] and everyone around them should probably yell at the dev team"
switch(health_deficiency)
if(-INFINITY to 10)
standupwarning = "[src] stands right up!"
if(10 to 35)
standupwarning = "[src] tries to stand up."
if(35 to 60)
standupwarning = "[src] slowly pushes [p_them()]self upright."
if(60 to 80)
standupwarning = "[src] weakly attempts to stand up."
if(80 to INFINITY)
standupwarning = "[src] struggles to stand up."
var/usernotice = automatic ? "<span class='notice'>You are now getting up. (Auto)</span>" : "<span class='notice'>You are now getting up.</span>"
visible_message("<span class='notice'>[standupwarning]</span>", usernotice, vision_distance = 5)
if(do_after(src, totaldelay, target = src))
resting = FALSE
attemptingstandup = FALSE
update_canmove()
return TRUE
else
visible_message("<span class='notice'>[src] falls right back down.</span>", "<span class='notice'>You fall right back down.</span>")
attemptingstandup = FALSE
if(has_gravity())
playsound(src, "bodyfall", 20, 1)
return FALSE
/mob/living/carbon/update_stamina()
var/total_health = getStaminaLoss()
if(total_health)
if(!recoveringstam && total_health >= STAMINA_CRIT && !stat)
to_chat(src, "<span class='notice'>You're too exhausted to keep going...</span>")
resting = TRUE
set_resting(TRUE, FALSE, FALSE)
if(combatmode)
toggle_combat_mode(TRUE)
recoveringstam = TRUE
filters += CIT_FILTER_STAMINACRIT
update_canmove()
update_mobility()
if(recoveringstam && total_health <= STAMINA_SOFTCRIT)
to_chat(src, "<span class='notice'>You don't feel nearly as exhausted anymore.</span>")
recoveringstam = FALSE
filters -= CIT_FILTER_STAMINACRIT
update_canmove()
update_mobility()
update_health_hud()
/mob/living/proc/update_hud_sprint_bar()
@@ -54,8 +54,8 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
var/mob/living/M = A
var/cachedstam = M.getStaminaLoss()
var/totalstuntime = cachedstam * stamtostunconversion * (M.lying ? 2 : 1)
if(!M.resting)
M.Knockdown(cachedstam*2) //BORK BORK. GET DOWN.
if(CHECK_MOBILITY(M, MOBILITY_STAND))
M.DefaultCombatKnockdown(cachedstam*2) //BORK BORK. GET DOWN.
M.Stun(totalstuntime)
user.do_attack_animation(A, ATTACK_EFFECT_BITE)
user.start_pulling(M, TRUE) //Yip yip. Come with.
@@ -284,7 +284,7 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
to_chat(R, "Insufficent Power!")
return
L.Stun(4) // normal stunbaton is force 7 gimme a break good sir!
L.Knockdown(80)
L.DefaultCombatKnockdown(80)
L.apply_effect(EFFECT_STUTTER, 4)
L.visible_message("<span class='danger'>[R] has shocked [L] with its tongue!</span>", \
"<span class='userdanger'>[R] has shocked you with its tongue!</span>")
@@ -426,13 +426,13 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
var/mob/living/L = hit_atom
if(!L.check_shields(0, "the [name]", src, attack_type = LEAP_ATTACK))
L.visible_message("<span class ='danger'>[src] pounces on [L]!</span>", "<span class ='userdanger'>[src] pounces on you!</span>")
L.Knockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
L.DefaultCombatKnockdown(iscarbon(L) ? 60 : 45, override_stamdmg = CLAMP(pounce_stamloss, 0, pounce_stamloss_cap-L.getStaminaLoss())) // Temporary. If someone could rework how dogborg pounces work to accomodate for combat changes, that'd be nice.
playsound(src, 'sound/weapons/Egloves.ogg', 50, 1)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
step_towards(src,L)
log_combat(src, L, "borg pounced")
else
Knockdown(15, 1, 1)
DefaultCombatKnockdown(15, 1, 1)
pounce_cooldown = !pounce_cooldown
spawn(pounce_cooldown_time) //3s by default
@@ -440,10 +440,10 @@ SLEEPER CODE IS IN game/objects/items/devices/dogborg_sleeper.dm !
else if(hit_atom.density && !hit_atom.CanPass(src))
visible_message("<span class ='danger'>[src] smashes into [hit_atom]!</span>", "<span class ='userdanger'>You smash into [hit_atom]!</span>")
playsound(src, 'sound/items/trayhit1.ogg', 50, 1)
Knockdown(15, 1, 1)
DefaultCombatKnockdown(15, 1, 1)
if(leaping)
leaping = 0
pixel_y = initial(pixel_y)
update_icons()
update_canmove()
update_mobility()
@@ -1,6 +1,6 @@
/mob/living/silicon/robot/Move(NewLoc, direct)
. = ..()
if(. && sprinting && !(movement_type & FLYING) && canmove && !resting)
if(. && sprinting && !(movement_type & FLYING) && CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND | MOBILITY_MOVE))
if(!(cell?.use(25)))
togglesprint(TRUE)
@@ -14,7 +14,7 @@
if(!shutdown && (!cell || cell.charge < 25) || !cansprint)
return FALSE
sprinting = shutdown ? FALSE : !sprinting
if(!resting && canmove)
if(CHECK_MULTIPLE_BITFIELDS(mobility_flags, MOBILITY_STAND|MOBILITY_MOVE))
if(sprinting)
playsound_local(src, 'sound/misc/sprintactivate.ogg', 50, FALSE, pressure_affected = FALSE)
else
@@ -100,7 +100,7 @@
if(addiction_stage == 11)
to_chat(M, "<span class='userdanger'>You start to convlse violently as you feel your consciousness split and merge across realities as your possessions fly wildy off your body.</span>")
M.Jitter(200)
M.Knockdown(200)
M.DefaultCombatKnockdown(200)
M.Stun(80)
var/items = M.get_contents()
if(!LAZYLEN(items))
@@ -154,7 +154,7 @@
do_sparks(5,FALSE,M)
M.Sleeping(100, 0)
M.Jitter(50)
M.Knockdown(100)
M.DefaultCombatKnockdown(100)
to_chat(M, "<span class='userdanger'>You feel your eigenstate settle, snapping an alternative version of yourself into reality. All your previous memories are lost and replaced with the alternative version of yourself.</span>")
M.emote("me",1,"flashes into reality suddenly, gasping as they gaze around in a bewildered and highly confused fashion!",TRUE)
log_game("FERMICHEM: [M] ckey: [M.key] has become an alternative universe version of themselves.")
@@ -40,7 +40,7 @@
M.visible_message("<span class='warning'>A pair of breasts suddenly fly out of the [M]!</b></span>")
var/T2 = get_random_station_turf()
M.adjustBruteLoss(25)
M.Knockdown(50)
M.DefaultCombatKnockdown(50)
M.Stun(50)
B.throw_at(T2, 8, 1)
M.reagents.del_reagent(type)
@@ -196,7 +196,7 @@
M.visible_message("<span class='warning'>A penis suddenly flies out of the [M]!</b></span>")
var/T2 = get_random_station_turf()
M.adjustBruteLoss(25)
M.Knockdown(50)
M.DefaultCombatKnockdown(50)
M.Stun(50)
P.throw_at(T2, 8, 1)
M.reagents.del_reagent(type)
@@ -93,7 +93,7 @@
if(method == INJECT)
var/turf/T = get_turf(M)
M.adjustOxyLoss(15)
M.Knockdown(50)
M.DefaultCombatKnockdown(50)
M.Stun(50)
M.emote("cough")
var/obj/item/toy/plush/P = pick(subtypesof(/obj/item/toy/plush))
@@ -349,14 +349,9 @@
E.data["creatorID"] = B.data["ckey"]
E.creatorID = B.data["ckey"]
/datum/chemical_reaction/fermi/enthrall/FermiExplode(datum/reagents, var/atom/my_atom, volume, temp, pH)
var/turf/T = get_turf(my_atom)
var/datum/reagents/R = new/datum/reagents(1000)
var/datum/effect_system/smoke_spread/chem/s = new()
R.add_reagent(/datum/reagent/fermi/enthrallExplo, volume)
s.set_up(R, volume/2, T)
s.start()
my_atom.reagents.clear_reagents()
/datum/chemical_reaction/fermi/enthrall/FermiExplode(datum/reagents/R0, var/atom/my_atom, volume, temp, pH)
R0.clear_reagents()
..()
/datum/chemical_reaction/fermi/hatmium // done
name = "Hat growth serum"