Merge pull request #3660 from Citadel-Station-13/upstream-merge-31864
[MIRROR] Makes thermite a component
This commit is contained in:
@@ -1,52 +1,61 @@
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//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "strangepresent"
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//The effect when you wrap a dead body in gift wrap
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/obj/effect/spresent
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name = "strange present"
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desc = "It's a ... present?"
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icon = 'icons/obj/items_and_weapons.dmi'
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icon_state = "strangepresent"
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density = TRUE
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anchored = FALSE
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/obj/effect/beam
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name = "beam"
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/spawner
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name = "object spawner"
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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/obj/effect/abstract/marker
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name = "marker"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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icon_state = "wave3"
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layer = RIPPLE_LAYER
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/obj/effect/abstract/marker/Initialize(mapload)
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. = ..()
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GLOB.all_abstract_markers += src
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/obj/effect/abstract/marker/Destroy()
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GLOB.all_abstract_markers -= src
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. = ..()
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/obj/effect/abstract/marker/at
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name = "active turf marker"
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/obj/effect/beam
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name = "beam"
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var/def_zone
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pass_flags = PASSTABLE
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/obj/effect/spawner
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name = "object spawner"
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/obj/effect/list_container
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name = "list container"
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/obj/effect/list_container/mobl
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name = "mobl"
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var/master = null
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var/list/container = list( )
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/obj/effect/overlay/thermite
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name = "thermite"
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desc = "Looks hot."
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icon = 'icons/effects/fire.dmi'
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icon_state = "2" //what?
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anchored = TRUE
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opacity = TRUE
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density = TRUE
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layer = FLY_LAYER
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//Makes a tile fully lit no matter what
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/obj/effect/fullbright
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icon = 'icons/effects/alphacolors.dmi'
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icon_state = "white"
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plane = LIGHTING_PLANE
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layer = LIGHTING_LAYER
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blend_mode = BLEND_ADD
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/obj/effect/abstract/marker
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name = "marker"
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icon = 'icons/effects/effects.dmi'
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anchored = TRUE
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icon_state = "wave3"
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layer = RIPPLE_LAYER
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/obj/effect/abstract/marker/Initialize(mapload)
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. = ..()
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GLOB.all_abstract_markers += src
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/obj/effect/abstract/marker/Destroy()
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GLOB.all_abstract_markers -= src
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. = ..()
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/obj/effect/abstract/marker/at
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name = "active turf marker"
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@@ -58,7 +58,8 @@
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return
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//I couldn't feasibly fix the overlay bugs caused by cleaning items we are wearing.
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//So this is a workaround. This also makes more sense from an IC standpoint. ~Carn
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if(user.client && (target in user.client.screen))
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target.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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if(user.client && ((target in user.client.screen) && !user.is_holding(target)))
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to_chat(user, "<span class='warning'>You need to take that [target.name] off before cleaning it!</span>")
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else if(istype(target, /obj/effect/decal/cleanable))
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user.visible_message("[user] begins to scrub \the [target.name] out with [src].", "<span class='warning'>You begin to scrub \the [target.name] out with [src]...</span>")
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@@ -24,12 +24,10 @@
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/obj/item/mop/proc/clean(turf/A)
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if(reagents.has_reagent("water", 1) || reagents.has_reagent("holywater", 1) || reagents.has_reagent("vodka", 1) || reagents.has_reagent("cleaner", 1))
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A.clean_blood()
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A.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_MEDIUM)
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for(var/obj/effect/O in A)
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if(is_cleanable(O))
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qdel(O)
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if(isclosedturf(A))
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var/turf/closed/C = A
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C.thermite = 0
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reagents.reaction(A, TOUCH, 10) //Needed for proper floor wetting.
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reagents.remove_any(1) //reaction() doesn't use up the reagents
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@@ -226,6 +226,7 @@
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soundloop.start()
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wash_turf()
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for(var/atom/movable/G in loc)
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G.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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if(isliving(G))
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var/mob/living/L = G
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wash_mob(L)
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@@ -295,6 +296,7 @@
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/obj/machinery/shower/proc/wash_obj(obj/O)
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O.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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. = O.clean_blood()
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O.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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if(isitem(O))
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@@ -306,6 +308,7 @@
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/obj/machinery/shower/proc/wash_turf()
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if(isturf(loc))
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var/turf/tile = loc
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tile.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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tile.remove_atom_colour(WASHABLE_COLOUR_PRIORITY)
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tile.clean_blood()
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for(var/obj/effect/E in tile)
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@@ -314,6 +317,7 @@
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/obj/machinery/shower/proc/wash_mob(mob/living/L)
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L.SendSignal(COMSIG_COMPONENT_CLEAN_ACT, CLEAN_WEAK)
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L.wash_cream()
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L.ExtinguishMob()
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L.adjust_fire_stacks(-20) //Douse ourselves with water to avoid fire more easily
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