Files
Cody Brittain 310ed9b4c0 Reworked how napalm works. (#21843)
Reworked how napalm works to make it more powerful with the new turf
fires. Instead of directly creating a turf fire, it'll instead process a
slower burning, but deadly turf fire.

Also added a military-grade flamethrower, which can use the new napalm.
This will create napalm pools on the ground and ignite them, instead of
directly creating turf fires.

### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:

| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/military_flamethrower.dmi | electricpants#6824
([Shiptest](https://github.com/shiptest-ss13/Shiptest)) | CC-BY-SA 3.0 |
2026-02-18 16:56:24 +00:00

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/obj/item/flamethrower
name = "flamethrower"
desc = "A flamethrower created by modifying a welding tool to fit an external tank."
icon = 'icons/obj/item/flamethrower.dmi'
icon_state = "flamethrower1"
item_state = "flamethrower_0"
contained_sprite = TRUE
w_class = WEIGHT_CLASS_BULKY
obj_flags = OBJ_FLAG_CONDUCTABLE
force = 3
throwforce = 10
throw_speed = 1
throw_range = 5
light_color = LIGHT_COLOR_FIRE
origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500)
var/secured = FALSE // Whether we have an igniter secured (screwdrivered) to us or not
var/throw_amount = 100
var/lit = FALSE //on or off
var/operating = FALSE //cooldown
var/obj/item/weldingtool/welding_tool = null
var/obj/item/assembly/igniter/igniter = null
var/obj/item/reagent_containers/fuel_container = null
/// How much range the flamethrower has. Upgraded welding tools increase this.
var/range = 4
var/max_container = WEIGHT_CLASS_SMALL
/// Are we a military-grade flamethrower? If so, accept combat-grade fuels (like napalm) and don't check for a welding tool
var/is_military = FALSE
/obj/item/flamethrower/feedback_hints(mob/user, distance, is_adjacent)
. += ..()
if(is_adjacent)
if(fuel_container)
if(fuel_container.reagents)
. += SPAN_NOTICE("The loaded [fuel_container.name] has about [fuel_container.reagents.total_volume] unit\s left.")
else
. += SPAN_NOTICE("The loaded [fuel_container.name] is empty.")
if(igniter)
. += SPAN_NOTICE("It has \a [igniter] installed.")
else
. += SPAN_WARNING("It has no igniter installed.")
if(distance <= 3)
if(welding_tool)
. += SPAN_NOTICE("It has \a [welding_tool] installed.")
else if(!is_military)
. += SPAN_WARNING("It has no welding tool installed.")
if(lit)
. += SPAN_WARNING("\The [src] is currently lit!")
/obj/item/flamethrower/mechanics_hints(mob/user, distance, is_adjacent)
. = ..()
if(!is_military)
. += SPAN_INFO("Use a wrench on the flamethrower to dismantle it.")
. += SPAN_INFO("You may choose to dismantle it piece-wise, or the whole thing.")
. += SPAN_WARNING("It is not recommended to use military-grade fuels with this improvised flamethrower.")
else
. += SPAN_INFO("This military-grade flamethrower can accept combat-grade fuels.")
/obj/item/flamethrower/upgrade_hints(mob/user, distance, is_adjacent)
. = ..()
if(!is_military)
. += SPAN_INFO("Upgrading the welding tool increases the flamethrower's range.")
/obj/item/flamethrower/Initialize(mapload, var/welder)
. = ..()
icon_state = "flamethrower" // update to use the non-map version
if(welder)
welding_tool = welder
welding_tool.forceMove(src)
processUpgrade()
update_icon()
/obj/item/flamethrower/Destroy()
QDEL_NULL(welding_tool)
QDEL_NULL(igniter)
QDEL_NULL(fuel_container)
return ..()
/obj/item/flamethrower/process()
if(!lit)
STOP_PROCESSING(SSprocessing, src)
update_icon()
return null
else if ((!welding_tool && !is_military) || !fuel_container || !fuel_container.reagents || fuel_container.reagents.total_volume <= 0)
lit = FALSE
balloon_alert_to_viewers("*fffft*")
playsound(loc, 'sound/items/welder_deactivate.ogg', 50, TRUE)
update_icon()
STOP_PROCESSING(SSprocessing, src)
return null
var/turf/location = loc
if(ismob(location))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
/obj/item/flamethrower/update_icon()
ClearOverlays()
AddOverlays("+[initial(welding_tool.icon_state)]")
if(igniter)
AddOverlays("+igniter[secured]")
if(fuel_container)
AddOverlays("+phoron_tank")
if(lit)
AddOverlays("+lit")
set_light(1.4, 2)
item_state = "flamethrower_1"
else
set_light(0)
item_state = "flamethrower_0"
update_held_icon()
/obj/item/flamethrower/isFlameSource()
return lit
/obj/item/flamethrower/proc/processUpgrade()
if(!welding_tool)
return
if(istype(welding_tool, /obj/item/weldingtool/emergency))
range = 3
else if(istype(welding_tool, /obj/item/weldingtool/largetank) || istype(welding_tool, /obj/item/weldingtool/experimental))
range = 5
else if(istype(welding_tool, /obj/item/weldingtool/hugetank))
range = 6
else
range = 4
/obj/item/flamethrower/afterattack(atom/target, mob/user, proximity)
if(!welding_tool && !is_military)
balloon_alert(user, "no welding tool!")
return
var/turf/target_turf = get_turf(target)
if(target_turf)
var/turflist = get_line(user, target_turf)
flame_turf(turflist)
/obj/item/flamethrower/attackby(obj/item/attacking_item, mob/user)
if(use_check_and_message(user))
return TRUE
if(attacking_item.tool_behaviour == TOOL_WRENCH && !secured)//Taking this apart
var/turf/T = get_turf(src)
var/list/options = list(
"Dismantle All" = image(icon = attacking_item.icon, icon_state = attacking_item.icon_state)
)
if(welding_tool)
options["Remove Welding Tool"] = image(icon = welding_tool.icon, icon_state = welding_tool.icon_state)
if(igniter)
options["Remove Igniter"] = image(icon = igniter.icon, icon_state = igniter.icon_state)
var/choice = show_radial_menu(user, src, options, require_near = TRUE, tooltips = TRUE)
var/duration = 1 SECOND
if(choice == "Dismantle All")
duration *= 2 // Twice as long to dismantle the whole thing.
if(!attacking_item.use_tool(src, user, duration))
return TRUE
switch(choice)
if("Dismantle All")
TakeApart(T)
return TRUE
if("Remove Welding Tool")
welding_tool.forceMove(T)
welding_tool = null
update_icon()
if("Remove Igniter")
igniter.forceMove(T)
igniter = null
update_icon()
return TRUE
else if(attacking_item.tool_behaviour == TOOL_SCREWDRIVER && igniter && !lit && !is_military)
if(!attacking_item.use_tool(src, user, 1 SECOND))
return TRUE
secured = !secured
to_chat(user, SPAN_NOTICE("[igniter] is now [secured ? "secured" : "unsecured"]!"))
update_icon()
return TRUE
else if(attacking_item.tool_behaviour == TOOL_WELDER && !is_military)
var/obj/item/weldingtool/tool = attacking_item
if(welding_tool)
balloon_alert(user, "welding tool already installed!")
return TRUE
if(!do_after(user, 1 SECOND, src))
return FALSE
user.drop_from_inventory(tool, src)
playsound(src, 'sound/items/Deconstruct.ogg', 50, TRUE)
welding_tool = tool
processUpgrade()
update_icon()
return TRUE
else if(isigniter(attacking_item) && !is_military)
var/obj/item/assembly/igniter/I = attacking_item
if(I.secured)
to_chat(user, SPAN_WARNING("\The [I] is not ready to attach yet! Use a screwdriver on it first."))
return TRUE
if(igniter)
to_chat(user, SPAN_WARNING("\The [src] already has an igniter installed."))
return TRUE
user.drop_from_inventory(I, src)
playsound(src, 'sound/machines/click.ogg', 50, TRUE)
igniter = I
update_icon()
return TRUE
else if(istype(attacking_item, /obj/item/reagent_containers) && attacking_item.is_open_container() && (attacking_item.w_class <= max_container))
if(user.unEquip(attacking_item, target = src))
if(fuel_container)
user.put_in_hands(fuel_container)
to_chat(user, SPAN_NOTICE("You swap out the [fuel_container] from \the [src]!"))
else
to_chat(user, SPAN_NOTICE("You load the [attacking_item] into \the [src]!"))
fuel_container = attacking_item
update_icon()
return TRUE
else if(attacking_item.isFlameSource()) // you can light it with external input, even without an igniter
attempt_lighting(user, TRUE)
update_icon()
return TRUE
return ..()
/obj/item/flamethrower/proc/TakeApart(turf/T)
if(welding_tool)
welding_tool.forceMove(T)
welding_tool = null
if(igniter)
igniter.forceMove(T)
igniter = null
if(fuel_container)
fuel_container.forceMove(T)
fuel_container = null
new /obj/item/stack/rods(T)
qdel(src)
return
/obj/item/flamethrower/attack_self(mob/user)
if(use_check_and_message(user))
return
var/list/options = list(
"Eject Tank" = image('icons/obj/item/reagent_containers/glass.dmi', "beaker"),
"Light" = image('icons/effects/effects.dmi', "exhaust")
)
var/handle = show_radial_menu(user, user, options, radius = 42, tooltips=TRUE)
if(!handle)
return
switch(handle)
if("Eject Tank")
if(!fuel_container)
return
user.put_in_hands(fuel_container)
fuel_container = null
lit = FALSE
if("Light")
attempt_lighting(user)
else
return
update_icon()
/obj/item/flamethrower/proc/attempt_lighting(var/mob/user, var/external)
if(!external) // if it's external input, we can't unlight it, but we don't need to check for an igniter either
if(lit) // you can extinguish the flamethrower without an igniter
lit = FALSE
balloon_alert_to_viewers("*fffft*")
STOP_PROCESSING(SSprocessing, src)
if(!external)
playsound(loc, 'sound/items/welder_deactivate.ogg', 50, TRUE)
update_icon()
return
if(!secured) // can't light via the flamethrower unless we have an igniter secured
if(igniter)
to_chat(user, SPAN_WARNING("\The [igniter] isn't secured, you need to use a screwdriver on it first."))
else
to_chat(user, SPAN_WARNING("\The [src] doesn't have a secured igniter installed."))
return
if(lit)
balloon_alert(user, "already lit!")
return
if(!fuel_container)
balloon_alert(user, "no fuel container loaded!")
return
if(!fuel_container.reagents || fuel_container.reagents.total_volume <= 0)
balloon_alert(user, "fuel container is empty!")
return
lit = TRUE
balloon_alert_to_viewers("*whoosh*")
update_icon()
START_PROCESSING(SSprocessing, src)
if(!external)
playsound(loc, 'sound/items/welder_activate.ogg', 50, TRUE)
#define REQUIRED_POWER_TO_FIRE_FLAMETHROWER 10
#define FLAMETHROWER_POWER_MULTIPLIER 1.5
#define FLAMETHROWER_RELEASE_AMOUNT 5
//Called from turf.dm turf/dblclick
/obj/item/flamethrower/proc/flame_turf(list/turflist)
if(!fuel_container)
return
if(!lit || operating)
return
var/turf/operator_turf = get_turf(src)
turflist -= operator_turf //Don't flame the turf you're standing on
var/size = length(turflist)
if(!size)
return
LIST_RESIZE(turflist, min(size, range))
var/power = 0
var/datum/reagents/fuel_reagents = fuel_container.reagents
var/datum/reagents/my_fraction = new(fuel_reagents.maximum_volume, src)
fuel_reagents.trans_to_holder(my_fraction, FLAMETHROWER_RELEASE_AMOUNT * length(turflist))
var/fire_color = null
var/obj/effect/decal/cleanable/napalm/fire_effect = null
var/highest_amount = 0
for(var/reagent in my_fraction.reagent_volumes)
var/singleton/reagent/fuel = GET_SINGLETON(reagent)
fire_effect = fuel.flamethrower_effect
power += fuel.accelerant_quality * FLAMETHROWER_POWER_MULTIPLIER * (my_fraction.reagent_volumes[reagent] / length(turflist)) //Flamethrowers inflate flammability compared to a pool of fuel
if(fire_effect)
if(!is_military) // Are we attempting to use a powerful fuel with a shoddy flamer?
explode_in_hand(power)
return
else if(is_military)//Military-grade flamethrowers have a 150% power increase if they do not already have a flame effect
power *= 1.5
if(my_fraction.reagent_volumes[reagent] > highest_amount && fuel.accelerant_quality > 0)
highest_amount = my_fraction.reagent_volumes[reagent]
fire_color = fuel.fire_color
if(power < REQUIRED_POWER_TO_FIRE_FLAMETHROWER)
audible_message(SPAN_DANGER("\The [src] sputters."))
balloon_alert_to_viewers("*pshhhh*")
playsound(src, 'sound/weapons/flamethrower/flamethrower_empty.ogg', 50, TRUE, -3)
my_fraction.remove_any(FLAMETHROWER_RELEASE_AMOUNT) //Wastes some fuel
return_fuel(fuel_reagents, my_fraction)
return
playsound(src, pick('sound/weapons/flamethrower/flamethrower1.ogg','sound/weapons/flamethrower/flamethrower2.ogg','sound/weapons/flamethrower/flamethrower3.ogg' ), 50, TRUE, -3)
operating = TRUE
for(var/turf/T in (turflist))
if(T.density || istype(T, /turf/space))
continue
if(LinkBlocked(operator_turf, T))
continue
//If we have a flamethrower effect, use it instead of directly using a turf fire
if(fire_effect)
new fire_effect(T, power, TRUE, TRUE)
else
//Consume part of our fuel to create a fire spot
T.IgniteTurf(power, fire_color)
T.hotspot_expose(power * 3 + 380)
my_fraction.remove_any(FLAMETHROWER_RELEASE_AMOUNT)
sleep(0.1 SECONDS)
return_fuel(fuel_reagents, my_fraction)
operating = FALSE
#undef REQUIRED_POWER_TO_FIRE_FLAMETHROWER
#undef FLAMETHROWER_POWER_MULTIPLIER
#undef FLAMETHROWER_RELEASE_AMOUNT
/obj/item/flamethrower/proc/explode_in_hand(power)
audible_message(SPAN_WARNING("\The [src] sputters a bit, throwing out some liquid."))
balloon_alert_to_viewers("*pshhhhhhhhhhhhhh*")
playsound(src, 'sound/weapons/flamethrower/flamethrower_empty.ogg', 50, TRUE, -3, frequency = 22000)
visible_message(SPAN_DANGER("\The [src] shakes uncontrollably!"))
sleep(0.5 SECONDS)
// Explode in a 3x3 area
var/list/turflist = circle_view_turfs(src.loc, 1)
var/turf_amount = length(turflist)
var/power_div = power/turf_amount
visible_message(SPAN_DANGER("\The [src] explodes!"))
playsound(src, SFX_EXPLOSION, 20, TRUE, -1, frequency = 48000)
for(var/turf/T as anything in turflist)
if(T.density || istype(T, /turf/space))
continue
T.IgniteTurf(power_div)
T.hotspot_expose(power_div * 3 + 380)
qdel(src)
/obj/item/flamethrower/proc/return_fuel(datum/reagents/_return, datum/reagents/_fraction)
if(fuel_container) //In the event we earlied out that means some fuel goes back into tank
if(_fraction.total_volume > 0)
_fraction.trans_to_holder(_return, _fraction.total_volume)
QDEL_NULL(_fraction)
/obj/item/flamethrower/full/Initialize() // slightly weird looking initialize cuz it has to do some stuff first
welding_tool = new /obj/item/weldingtool(src)
welding_tool.status = FALSE
igniter = new /obj/item/assembly/igniter(src)
igniter.secured = FALSE
secured = TRUE
fuel_container = new /obj/item/reagent_containers/glass/beaker/large(src)
fuel_container.reagents.add_reagent(/singleton/reagent/fuel, 120)
processUpgrade()
return ..()
/obj/item/flamethrower/military
name = "\improper IK-163 flamethrower"
desc = "A military-grade flamethrower by Ingkom. Capable of using a wide variety of chemicals."
desc_extended = "The IK-163 was a flamethrower developed by Ingkom well before the Interstellar War. While flamethwrowers are generally considered \
obsolete, Zavodskoi Interstellar still markets the IK-163 for niche uses, and the occasional military leader with more ego than sense."
is_military = TRUE
secured = TRUE
range = 6
icon = 'icons/obj/item/military_flamethrower.dmi'
icon_state = "mil_flamethrower"
item_state = "flamethrower_0"
worn_x_dimension = 48
// Military-grade flamethrowers don't use welders
/obj/item/flamethrower/military/Initialize(mapload, welder)
. = ..()
igniter = new /obj/item/assembly/igniter(src)
igniter.secured = FALSE
/obj/item/flamethrower/military/update_icon()
ClearOverlays()
if(fuel_container)
AddOverlays("ptank")
if(lit)
AddOverlays("lit")
set_light(1.4, 2)
item_state = "flamethrower_1"
else
set_light(0)
item_state = "flamethrower_0"
update_held_icon()
/obj/item/flamethrower/military/full/Initialize(mapload, welder)
fuel_container = new /obj/item/reagent_containers/glass/beaker/large(src)
fuel_container.reagents.add_reagent(/singleton/reagent/fuel/napalm, 120)
return ..()