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Makes acid spray extinguish more consistent (#6053)
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# About the pull request
Acid spray used to only extinguish you if you were on the same tile when
it is initialized rather than when crossing it as well, this PR makes it
so it extinguishes you when crossing it as well.
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# Explain why it's good for the game
Extremely weird and unintuitive when you walk over 3 tiles of acid spray
and don't get extinguished.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
qol: Acid sprays will now extinguish fire from other xenomorphs more
consistently
/:cl:
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Git-Nivrak authored Apr 4, 2024
1 parent a14eaf9 commit 149d4a0
Showing 1 changed file with 6 additions and 9 deletions.
15 changes: 6 additions & 9 deletions code/game/objects/effects/aliens.dm
Original file line number Diff line number Diff line change
Expand Up @@ -144,15 +144,12 @@

/obj/effect/xenomorph/spray/Crossed(AM as mob|obj)
..()
if(ishuman(AM))
var/mob/living/carbon/human/H = AM
if(H.ally_of_hivenumber(hivenumber))
return
apply_spray(AM)
else if (isxeno(AM))
var/mob/living/carbon/xenomorph/X = AM
if (X.hivenumber != hivenumber)
apply_spray(AM)
if(isliving(AM))
var/mob/living/living_mob = AM
if(living_mob.ally_of_hivenumber(hivenumber))
living_mob.ExtinguishMob()
else
apply_spray(living_mob)
else if(isVehicleMultitile(AM))
var/obj/vehicle/multitile/V = AM
V.handle_acidic_environment(src)
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