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Re-enables bloody clothing smelling of blood, also adds perfume #890

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MrMelbert wants to merge 2 commits intomasterfrom
parfume
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Re-enables bloody clothing smelling of blood, also adds perfume #890
MrMelbert wants to merge 2 commits intomasterfrom
parfume

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@MrMelbert
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Closes #886

I refactored a bit of the smell component to no longer rely on some hacky code

A fair bit was changed to make using the system easier

Double-examining an item emitting a smell indicates the smell is coming from it

Adds perfume to loadout, it's a spray bottle that contains 10u perfume reagent. When spraying perfume reagent on things, it makes them smell nice. You can refill the bottle by grinding poppies, lilies, or geraniums.

Cigerette smoke now lingers on the smoker and the cigarette, rather than only on the spot.

Putting out a cigarette in an ash tray causes it to smell of lingering smoke.

Blood should reach "overpowering" less often.

Fixes scents not being sorted by intensity

Objects no longer smell of cleaner after being cleaned. Turfs and mobs still do.

. = ..()
if(!.)
return
target_holder.add_reagent(/datum/reagent/perfume, round(seed.potency * pick(0.01, 0.02, 0.03), CHEMICAL_VOLUME_ROUNDING))
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Shouldn't this just be a reagent gene? This feels way too snowflaked for my liking.

And yes, that would also allow making perfumes from any plant, which sounds funny. Eau de Gatfruit

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@MrMelbert MrMelbert Mar 3, 2026

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I just wanted to get it in as a proof of concept where it can be expanded upon later, ie. different plants giving different scents

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