mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-01-04 22:42:07 +00:00
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
211 lines
6.4 KiB
Plaintext
211 lines
6.4 KiB
Plaintext
/obj/item/weapon/flamethrower
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name = "flamethrower"
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desc = "You are a firestarter!"
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icon = 'icons/obj/flamethrower.dmi'
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icon_state = "flamethrowerbase"
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item_state = "flamethrower_0"
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flags = CONDUCT
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force = 3.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 5
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w_class = 3.0
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origin_tech = list(TECH_COMBAT = 1, TECH_PHORON = 1)
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matter = list(DEFAULT_WALL_MATERIAL = 500)
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var/status = 0
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var/throw_amount = 100
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var/lit = 0 //on or off
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var/operating = 0//cooldown
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var/turf/previousturf = null
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var/obj/item/weapon/weldingtool/weldtool = null
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var/obj/item/device/assembly/igniter/igniter = null
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var/obj/item/weapon/tank/phoron/ptank = null
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/obj/item/weapon/flamethrower/Destroy()
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if(weldtool)
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qdel(weldtool)
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if(igniter)
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qdel(igniter)
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if(ptank)
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qdel(ptank)
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return ..()
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/obj/item/weapon/flamethrower/process()
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if(!lit)
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processing_objects.Remove(src)
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return null
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var/turf/location = loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = M.loc
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if(isturf(location)) //start a fire if possible
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location.hotspot_expose(700, 2)
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return
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/obj/item/weapon/flamethrower/update_icon()
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cut_overlays()
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if(igniter)
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add_overlay("+igniter[status]")
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if(ptank)
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add_overlay("+ptank")
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if(lit)
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add_overlay("+lit")
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item_state = "flamethrower_1"
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else
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item_state = "flamethrower_0"
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return
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/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, proximity)
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if(!proximity) return
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// Make sure our user is still holding us
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if(user && user.get_active_hand() == src)
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var/turf/target_turf = get_turf(target)
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if(target_turf)
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var/turflist = getline(user, target_turf)
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flame_turf(turflist)
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/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
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if(user.stat || user.restrained() || user.lying) return
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if(iswrench(W) && !status)//Taking this apart
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var/turf/T = get_turf(src)
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if(weldtool)
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weldtool.loc = T
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weldtool = null
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if(igniter)
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igniter.loc = T
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igniter = null
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if(ptank)
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ptank.loc = T
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ptank = null
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new /obj/item/stack/rods(T)
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qdel(src)
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return
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if(isscrewdriver(W) && igniter && !lit)
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status = !status
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user << "<span class='notice'>[igniter] is now [status ? "secured" : "unsecured"]!</span>"
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update_icon()
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return
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if(isigniter(W))
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var/obj/item/device/assembly/igniter/I = W
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if(I.secured) return
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if(igniter) return
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user.drop_item()
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I.loc = src
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igniter = I
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update_icon()
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return
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if(istype(W,/obj/item/weapon/tank/phoron))
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if(ptank)
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user << "<span class='notice'>There appears to already be a phoron tank loaded in [src]!</span>"
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return
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user.drop_item()
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ptank = W
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W.loc = src
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update_icon()
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return
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if(istype(W, /obj/item/device/analyzer))
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var/obj/item/device/analyzer/A = W
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A.analyze_gases(src, user)
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return
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..()
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return
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/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
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if(user.stat || user.restrained() || user.lying) return
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user.set_machine(src)
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if(!ptank)
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user << "<span class='notice'>Attach a phoron tank first!</span>"
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return
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var/dat = text("<TT><B>Flamethrower (<A HREF='?src=\ref[src];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [ptank.air_contents.return_pressure()]<BR>\nAmount to throw: <A HREF='?src=\ref[src];amount=-100'>-</A> <A HREF='?src=\ref[src];amount=-10'>-</A> <A HREF='?src=\ref[src];amount=-1'>-</A> [throw_amount] <A HREF='?src=\ref[src];amount=1'>+</A> <A HREF='?src=\ref[src];amount=10'>+</A> <A HREF='?src=\ref[src];amount=100'>+</A><BR>\n<A HREF='?src=\ref[src];remove=1'>Remove phorontank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
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user << browse(dat, "window=flamethrower;size=600x300")
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onclose(user, "flamethrower")
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return
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/obj/item/weapon/flamethrower/Topic(href,href_list[])
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if(href_list["close"])
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usr.unset_machine()
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usr << browse(null, "window=flamethrower")
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return
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if(usr.stat || usr.restrained() || usr.lying) return
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usr.set_machine(src)
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if(href_list["light"])
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if(!ptank) return
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if(ptank.air_contents.gas["phoron"] < 1) return
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if(!status) return
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lit = !lit
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if(lit)
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processing_objects.Add(src)
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if(href_list["amount"])
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throw_amount = throw_amount + text2num(href_list["amount"])
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throw_amount = max(50, min(5000, throw_amount))
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if(href_list["remove"])
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if(!ptank) return
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usr.put_in_hands(ptank)
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ptank = null
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lit = 0
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usr.unset_machine()
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usr << browse(null, "window=flamethrower")
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for(var/mob/M in viewers(1, loc))
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if((M.client && M.machine == src))
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attack_self(M)
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update_icon()
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return
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//Called from turf.dm turf/dblclick
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/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
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if(!lit || operating) return
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operating = 1
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for(var/turf/T in turflist)
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if(T.density || istype(T, /turf/space))
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break
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if(!previousturf && length(turflist)>1)
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previousturf = get_turf(src)
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continue //so we don't burn the tile we be standin on
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if(previousturf && LinkBlocked(previousturf, T))
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break
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ignite_turf(T)
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sleep(1)
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previousturf = null
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operating = 0
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for(var/mob/M in viewers(1, loc))
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if((M.client && M.machine == src))
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attack_self(M)
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return
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/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
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//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
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//Transfer 5% of current tank air contents to turf
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var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.02*(throw_amount/100))
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//air_transfer.toxins = air_transfer.toxins * 5 // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
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new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(target,air_transfer.gas["phoron"],get_dir(loc,target))
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air_transfer.gas["phoron"] = 0
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target.assume_air(air_transfer)
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//Burn it based on transfered gas
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//target.hotspot_expose(part4.air_contents.temperature*2,300)
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target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
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//location.hotspot_expose(1000,500,1)
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return
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/obj/item/weapon/flamethrower/full/New(var/loc)
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..()
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weldtool = new /obj/item/weapon/weldingtool(src)
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weldtool.status = 0
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igniter = new /obj/item/device/assembly/igniter(src)
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igniter.secured = 0
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status = 1
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update_icon()
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return
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