Makes welding plasma bars/statues/floors use flooder component (#63154)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
This commit is contained in:
vincentiusvin
2021-12-08 16:14:28 -08:00
committed by GitHub
co-authored by Mothblocks
parent 87264ec63a
commit 3bb8424d78
13 changed files with 93 additions and 236 deletions
+4 -1
View File
@@ -137,11 +137,14 @@ Unless you know what you're doing, only use the first three numbers. They're in
. = ..()
if(ismovable(source))
source.AddElement(/datum/element/firestacker, amount=1)
source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, 0, amount / 1250)
// Ideally exploding plasma objects should delete themselves but we still have the flooder and SSexplosions to rely on deleting it asynchronously so it's not that bad.
source.AddComponent(/datum/component/explodable, 0, 0, amount / 2500, 0, amount / 1250, FALSE)
source.AddComponent(/datum/component/combustible_flooder, "plasma", amount*0.05) //Empty temp arg, fully dependent on whatever ignited it.
/datum/material/plasma/on_removed(atom/source, amount, material_flags)
. = ..()
source.RemoveElement(/datum/element/firestacker, amount=1)
qdel(source.GetComponent(/datum/component/combustible_flooder))
qdel(source.GetComponent(/datum/component/explodable))
/datum/material/plasma/on_accidental_mat_consumption(mob/living/carbon/victim, obj/item/source_item)