Files
Aurora.3/code/game/objects/items/weapons/flamethrower.dm
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00

245 lines
7.5 KiB
Plaintext

/obj/item/weapon/flamethrower/full/New(var/loc)
..()
weldtool = new/obj/item/weapon/weldingtool(src)
weldtool.status = 0
igniter = new/obj/item/device/assembly/igniter(src)
igniter.secured = 0
src.status = 1
update_icon()
return
/obj/item/weapon/flamethrower
name = "flamethrower"
icon = 'flamethrower.dmi'
icon_state = "flamethrowerbase"
item_state = "flamethrower_0"
desc = "You are a firestarter!"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 10.0
throw_speed = 1
throw_range = 5
w_class = 3.0
m_amt = 500
origin_tech = "combat=1;plasmatech=1"
var
status = 0
throw_amount = 100
lit = 0 //on or off
operating = 0//cooldown
turf/previousturf = null
obj/item/weapon/weldingtool/weldtool = null
obj/item/device/assembly/igniter/igniter = null
obj/item/weapon/tank/plasma/ptank = null
Del()
if(src.weldtool)
del(src.weldtool)
if(src.igniter)
del(src.igniter)
if(src.ptank)
del(src.ptank)
..()
return
process()
if(!lit)
processing_objects.Remove(src)
return null
var/turf/location = src.loc
if(istype(location, /mob/))
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)
return
update_icon()
src.overlays = null
if(igniter)
src.overlays += "+igniter[src.status]"
if(ptank)
src.overlays += "+ptank"
if(lit)
src.overlays += "+lit"
item_state = "flamethrower_1"
else
item_state = "flamethrower_0"
return
attackby(obj/item/W as obj, mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
if(iswrench(W) && (!src.status))//Taking this apart
var/turf/T = src.loc
if (ismob(T))
T = T.loc
if(weldtool)
src.weldtool.loc = T
src.weldtool = null
if(igniter)
src.igniter.loc = T
src.igniter = null
if(ptank)
src.ptank.loc = T
src.ptank = null
new/obj/item/stack/rods(T,1)
spawn(0)
del(src)
return
if((isscrewdriver(W))&&(igniter)&&(!lit))
src.status = (!src.status)
if (src.status)
user.show_message("\blue The igniter is now secured!", 1)
else
user.show_message("\blue The igniter is now unsecured!", 1)
update_icon()
return
if(isigniter(W))
var/obj/item/device/assembly/igniter/I = W
if(I.secured) return 0
user.remove_from_mob(I)
I.loc = src
igniter = I
update_icon()
return
if(istype(W,/obj/item/weapon/tank/plasma))
if(src.ptank)
user << "\red There appears to already be a plasma tank loaded in the flamethrower!"
return
src.ptank = W
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
lit = 0
force = 3
damtype = "brute"
update_icon()
return
if((istype(W, /obj/item/device/analyzer)) && (get_dist(user, src) <= 1) && (src.ptank))
var/obj/item/weapon/icon = src
for (var/mob/O in viewers(user, null))
O << "\red [user] has used the analyzer on \icon[icon]"
var/pressure = src.ptank.air_contents.return_pressure()
var/total_moles = src.ptank.air_contents.total_moles()
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = src.ptank.air_contents.oxygen/total_moles
var/n2_concentration = src.ptank.air_contents.nitrogen/total_moles
var/co2_concentration = src.ptank.air_contents.carbon_dioxide/total_moles
var/plasma_concentration = src.ptank.air_contents.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(src.ptank.air_contents.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
return
..()
return
attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
user.machine = src
if (!src.ptank)
user << "\red Attach a plasma tank first!"
return
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: [src.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> [src.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 plasmatank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
Topic(href,href_list[])
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=flamethrower")
return
if(usr.stat || usr.restrained() || usr.lying) return
usr.machine = src
if (href_list["light"])
if(!src.ptank) return
if(src.ptank.air_contents.toxins < 1) return
if(!src.status) return
lit = !(lit)
if(lit)
force = 17
damtype = "fire"
processing_objects.Add(src)
else
force = 3
damtype = "brute"
if (href_list["amount"])
src.throw_amount = src.throw_amount + text2num(href_list["amount"])
src.throw_amount = max(50,min(5000,src.throw_amount))
if (href_list["remove"])
if(!src.ptank) return
var/obj/item/weapon/tank/plasma/A = src.ptank
A.loc = get_turf(src)
A.layer = initial(A.layer)
src.ptank = null
lit = 0
force = 3
damtype = "brute"
usr.machine = null
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
update_icon()
return
//Called from turf.dm turf/dblclick
/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
if(!lit || operating) return
operating = 1
for(var/turf/T in turflist)
if(T.density || istype(T, /turf/space))
break
if(!previousturf && length(turflist)>1)
previousturf = get_turf(src)
continue //so we don't burn the tile we be standin on
if(previousturf && LinkBlocked(previousturf, T))
break
ignite_turf(T)
sleep(1)
previousturf = null
operating = 0
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
//Transfer 5% of current tank air contents to turf
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.05)
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
target.assume_air(air_transfer)
//Burn it based on transfered gas
//target.hotspot_expose(part4.air_contents.temperature*2,300)
target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
//location.hotspot_expose(1000,500,1)
return