Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -27,7 +27,7 @@
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for(var/i = 0, i < frames, i++)
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alpha -= step
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if(alpha < 160)
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opacity = 0 //if we were blocking view, we aren't now because we're fading out
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set_opacity(0) //if we were blocking view, we aren't now because we're fading out
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stoplag()
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/obj/effect/particle_effect/smoke/New()
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@@ -88,7 +88,7 @@
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S.lifetime = lifetime
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if(S.amount>0)
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if(opaque)
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S.opacity = 1
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S.set_opacity(TRUE)
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newsmokes.Add(S)
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if(newsmokes.len)
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