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
This commit is contained in:
oranges
2016-06-09 06:31:23 +00:00
parent e2d12303d1
commit 59b72ec25c
4 changed files with 10 additions and 1 deletions
@@ -73,6 +73,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/match/attack(mob/living/carbon/M, mob/living/carbon/user)
if(!isliving(M))
return
message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
log_game("[key_name(user)] set [key_name(M)] on fire")
M.IgniteMob()
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M,user)
if(lit && cig && user.a_intent == "help")
@@ -529,6 +531,8 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/lighter/attack(mob/living/carbon/M, mob/living/carbon/user)
if(lit)
message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
log_game("[key_name(user)] set [key_name(M)] on fire")
M.IgniteMob()
var/obj/item/clothing/mask/cigarette/cig = help_light_cig(M,user)
if(lit && cig && user.a_intent == "help")
+2
View File
@@ -319,6 +319,8 @@
if(isliving(O))
var/mob/living/L = O
message_admins("[key_name_admin(user)] set (key_name_admin(L)) on fire")
log_game("[key_name(user)] set [key_name(L)] on fire")
L.IgniteMob()
/obj/item/weapon/weldingtool/attack_self(mob/user)
+3 -1
View File
@@ -181,6 +181,8 @@
if(istype(M, /mob/living))
M << "<span class='danger'>You are lit on fire from the intense heat of the [name]!</span>"
M.adjust_fire_stacks(seed.potency / 20)
message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
log_game("[key_name(user)] set [key_name(M)] on fire")
M.IgniteMob()
/obj/item/weapon/grown/novaflower/afterattack(atom/A as mob|obj, mob/user,proximity)
@@ -196,4 +198,4 @@
..()
if(!user.gloves)
user << "<span class='danger'>The [name] burns your bare hand!</span>"
user.adjustFireLoss(rand(1, 5))
user.adjustFireLoss(rand(1, 5))
@@ -162,6 +162,7 @@
fire_stacks /= 2
L.fire_stacks += fire_stacks
L.IgniteMob()
log_game("[key_name(src)] bumped into [key_name(L)] and set them on fire")
if(L_old_on_fire) //Only ignite us and gain their stacks if they were onfire before we bumped them
L.fire_stacks /= 2