Laser pointers, overchargeflashes, various fixes

Alcohol and thermite now flammable.  Laser pointers added!  Flash now
comes in delicious incendiary flavor.  Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it.  Shield gens actually useable by the people they were
meant for.
This commit is contained in:
Duck-
2014-08-29 21:52:16 -04:00
parent 21f4703292
commit 83a06403dc
15 changed files with 327 additions and 22 deletions
@@ -777,6 +777,13 @@ datum
reagent_state = SOLID
color = "#673910" // rgb: 103, 57, 16
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
if(!istype(M, /mob/living))
return
if(method == TOUCH)
M.adjust_fire_stacks(volume / 10)
return
reaction_turf(var/turf/T, var/volume)
src = null
if(volume >= 5)
@@ -3068,6 +3075,13 @@ datum
var/blur_start = 300 //amount absorbed after which mob starts getting blurred vision
var/pass_out = 400 //amount absorbed after which mob starts passing out
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
if(!istype(M, /mob/living))
return
if(method == TOUCH)
M.adjust_fire_stacks(volume / 10)
return
on_mob_life(var/mob/living/M as mob)
M:nutrition += nutriment_factor
holder.remove_reagent(src.id, FOOD_METABOLISM)