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https://github.com/Bubberstation/Bubberstation.git
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Better logging and notification of setting on fire
This also logs bump fire to the gamelog incase someone ever needs to find out who set who on fire with bumping (left out of admin notification) as it would be very spammy
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@@ -73,6 +73,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/match/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(!isliving(M))
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return
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message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
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log_game("[key_name(user)] set [key_name(M)] on fire")
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M.IgniteMob()
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var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M,user)
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if(lit && cig && user.a_intent == "help")
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@@ -529,6 +531,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/attack(mob/living/carbon/M, mob/living/carbon/user)
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if(lit)
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message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
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log_game("[key_name(user)] set [key_name(M)] on fire")
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M.IgniteMob()
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var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M,user)
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if(lit && cig && user.a_intent == "help")
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@@ -319,6 +319,8 @@
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if(isliving(O))
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var/mob/living/L = O
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message_admins("[key_name_admin(user)] set (key_name_admin(L)) on fire")
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log_game("[key_name(user)] set [key_name(L)] on fire")
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L.IgniteMob()
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/obj/item/weapon/weldingtool/attack_self(mob/user)
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@@ -181,6 +181,8 @@
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if(istype(M, /mob/living))
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M << "<span class='danger'>You are lit on fire from the intense heat of the [name]!</span>"
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M.adjust_fire_stacks(seed.potency / 20)
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message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
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log_game("[key_name(user)] set [key_name(M)] on fire")
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M.IgniteMob()
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/obj/item/weapon/grown/novaflower/afterattack(atom/A as mob|obj, mob/user,proximity)
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@@ -196,4 +198,4 @@
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..()
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if(!user.gloves)
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user << "<span class='danger'>The [name] burns your bare hand!</span>"
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user.adjustFireLoss(rand(1, 5))
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user.adjustFireLoss(rand(1, 5))
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@@ -162,6 +162,7 @@
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fire_stacks /= 2
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L.fire_stacks += fire_stacks
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L.IgniteMob()
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log_game("[key_name(src)] bumped into [key_name(L)] and set them on fire")
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if(L_old_on_fire) //Only ignite us and gain their stacks if they were onfire before we bumped them
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L.fire_stacks /= 2
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