/obj/item/device/assembly/igniter name = "igniter" desc = "A small electronic device able to ignite combustable substances." icon_state = "igniter" drop_sound = 'sound/items/drop/component.ogg' pickup_sound = 'sound/items/pickup/component.ogg' origin_tech = list(TECH_MAGNET = 1) matter = list(DEFAULT_WALL_MATERIAL = 500, MATERIAL_GLASS = 50) secured = TRUE wires = WIRE_RECEIVE /obj/item/device/assembly/igniter/activate() . = ..() if(!.) return FALSE //Cooldown check if(holder && istype(holder.loc, /obj/item/grenade/chem_grenade)) var/obj/item/grenade/chem_grenade/grenade = holder.loc grenade.prime() else var/turf/location = get_turf(loc) if(location) location.hotspot_expose(1000, 1000) if(istype(src.loc, /obj/item/device/assembly_holder)) if(istype(src.loc.loc, /obj/structure/reagent_dispensers/fueltank)) var/obj/structure/reagent_dispensers/fueltank/tank = src.loc.loc if(tank?.is_leaking) tank.ex_act(3) spark(src, 4, cardinal) return TRUE /obj/item/device/assembly/igniter/attack_self(mob/user) activate() add_fingerprint(user) /obj/item/device/assembly/igniter/isFlameSource() return TRUE