Ensure we only log and notify admins when person is set on fire

This takes advantage of the now refactored IgniteMob returning true when
it successfully ignites the mob
This commit is contained in:
oranges
2016-06-11 13:08:05 +00:00
parent 8141d5d60b
commit bf9643563d
4 changed files with 12 additions and 13 deletions
+3 -3
View File
@@ -181,9 +181,9 @@
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()
if(M.IgniteMob())
message_admins("[key_name_admin(user)] set (key_name_admin(M)) on fire")
log_game("[key_name(user)] set [key_name(M)] on fire")
/obj/item/weapon/grown/novaflower/afterattack(atom/A as mob|obj, mob/user,proximity)
if(!proximity) return
+2 -2
View File
@@ -163,8 +163,8 @@
if(on_fire) //Only spread fire stacks if we're on fire
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.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