smoke 
        
    
            
        
A fluid which spreads through the air affecting every mob it engulfs.
| Vars | |
| lifetime | How long the smoke sticks around before it dissipates. | 
|---|---|
| loc_connections | Makes the smoke react to changes on/of its turf. | 
| Procs | |
| fade_out | Animates the smoke gradually fading out of visibility. Also makes the smoke turf transparent as it passes 160 alpha. | 
| kill_smoke | Makes the smoke fade out and then deletes it. | 
| react_to_atmos_adjacency_changes | Makes the smoke react to nearby opening/closing airlocks and the like. Makes it possible for smoke to spread through airlocks that open after the edge of the smoke cloud has already spread past them. | 
| smoke_mob | Handles the effects of this smoke on any mobs it comes into contact with. | 
Var Details
lifetime
            
        
    
            
        
        How long the smoke sticks around before it dissipates.
loc_connections
            
        
    
            
        
        Makes the smoke react to changes on/of its turf.
Proc Details
fade_out
Animates the smoke gradually fading out of visibility. Also makes the smoke turf transparent as it passes 160 alpha.
Arguments:
- frames = 0.8 [SECONDS]: The amount of time the smoke should fade out over.
kill_smoke
Makes the smoke fade out and then deletes it.
react_to_atmos_adjacency_changes
Makes the smoke react to nearby opening/closing airlocks and the like. Makes it possible for smoke to spread through airlocks that open after the edge of the smoke cloud has already spread past them.
Arguments:
- source: The turf that has been touched by an atmos adjacency change.
smoke_mob
Handles the effects of this smoke on any mobs it comes into contact with.
Arguments:
- smoker: The mob that is being exposed to this smoke.
- delta_time: A scaling factor for the effects this has. Primarily based off of tick rate to normalize effects to units of rate/sec.
Returns whether the smoke effect was applied to the mob.