Files
Aurora.3/code/modules/spells/spell_projectile.dm
BurgerLUA 1620d81661 Extinguisher + Container Reworks (#4793)
Reworked how slipping on tiles work. If there is too much lube/water on one tile, it will spread to all adjacent tiles.

Fixed a potential bug where spilling copious amounts of water on a tile will turn it to ice.

Containers are much more saner now. They all share a standard system, unless specified.

You can drink from any open holdable container using help intent. You can splash the contents of the container on anything via harm intent.

Sinks are more saner, you can refill or empty them easier with various refill amounts.

Removed silly exclusive cyborg limb checking for hyposprays.

Added a new chemsprayer, the "Xenoblaster" which is a significantly weaker chem sprayer. Two can be found in xenobiology.

Large reagent containers (beer kegs, water tanks, fuel tanks) now share a system together. Both can leak their reagents via harm intent with a wrench, and bother can accept any sort of reagent, with exception to the fuel tank.

Large reagent container leaking happens over time as opposed to just leaking every time it moves.

New chemical, Monoammonium phosphate. Monoammonium phosphate is a fertilizer and also a potent fire extinguishing and preventing chemical. It can be made with 1 part ammonia, 1 part sulfuric acid, 1 part sodium, 1 part phosphorus.

All extinguishers now have monoammonium phosphate in them instead of water.

Extinguishers can hold any reagent, however they must be filled using an extinguisher refiller cartridge. These can be ordered or found in atmospherics.

Nerfed the extinguisher range so it only sprays in a 3x3 radius.

Mini-extinguishers spray in a 1x1 radius.

Adds Monoammonium phosphate containers across the station.

Most watertanks are replaced with Monoammonium phosphate containers.
2018-08-05 20:14:00 +03:00

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/obj/item/projectile/spell_projectile
name = "spell"
icon = 'icons/obj/projectiles.dmi'
nodamage = 1 //Most of the time, anyways
var/spell/targeted/projectile/carried
penetrating = 0
range = 10 //set by the duration of the spell
var/proj_trail = 0 //if it leaves a trail
var/proj_trail_lifespan = 0 //deciseconds
var/proj_trail_icon = 'icons/obj/wizard.dmi'
var/proj_trail_icon_state = "trail"
var/list/trails = new()
/obj/item/projectile/spell_projectile/Destroy()
for(var/trail in trails)
qdel(trail)
carried = null
return ..()
/obj/item/projectile/spell_projectile/ex_act(var/severity = 2.0)
return
/obj/item/projectile/spell_projectile/before_move()
if(proj_trail && src && src.loc) //pretty trails
var/obj/effect/overlay/trail = new /obj/effect/overlay(src.loc)
trails += trail
trail.icon = proj_trail_icon
trail.icon_state = proj_trail_icon_state
trail.density = 0
addtimer(CALLBACK(src, .proc/post_trail, trail), proj_trail_lifespan)
/obj/item/projectile/spell_projectile/proc/post_trail(obj/effect/overlay/trail)
trails -= trail
qdel(trail)
/obj/item/projectile/spell_projectile/proc/prox_cast(var/list/targets)
if(loc)
carried.prox_cast(targets, src)
qdel(src)
return
/obj/item/projectile/spell_projectile/Collide(atom/A)
if(loc && carried)
prox_cast(carried.choose_prox_targets(user = carried.holder, spell_holder = src))
return 1
/obj/item/projectile/spell_projectile/on_impact()
if(loc && carried)
prox_cast(carried.choose_prox_targets(user = carried.holder, spell_holder = src))
return 1
/obj/item/projectile/spell_projectile/seeking
name = "seeking spell"