Fixes chemsprayer duplicating reagents. Simplifying its code.

Chem puff spray can no longer give more chems to mobs than it contains.
Mobs being in front of the chem puff shorten its total range.
Fixes using the spray at short range not showing the whole chemical puff animation.
For a given max range of a spray, aiming closer will now transfer more chemicals to each mobs/objs/turfs than aiming the furthest.
This commit is contained in:
phil235
2015-03-12 19:54:36 +01:00
parent 6f0319e7b7
commit c04468576f
2 changed files with 28 additions and 37 deletions
@@ -62,19 +62,35 @@
/obj/item/weapon/reagent_containers/spray/proc/spray(var/atom/A)
var/range = max(min(spray_currentrange, get_dist(src, A)), 1)
var/obj/effect/decal/chempuff/D = new /obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
reagents.trans_to(D, amount_per_transfer_from_this, 1/spray_currentrange)
reagents.trans_to(D, amount_per_transfer_from_this, 1/range)
D.color = mix_color_from_reagents(D.reagents.reagent_list)
var/puff_reagent_left = range //how many turf, mob or dense objet we can react with before we consider the chem puff consumed
var/wait_step = max(round(9/range),2)
spawn(0)
for(var/i=0, i<spray_currentrange, i++)
for(var/i=0, i<range, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
sleep(3)
qdel(D)
sleep(wait_step)
for(var/atom/T in get_turf(D))
if(T == D || T.invisibility) //we ignore the puff itself and stuff below the floor
continue
if(puff_reagent_left <= 0)
break
D.reagents.reaction(T)
if(ismob(T)) //mobs are obstacles that consume part of the puff, shortening its range.
puff_reagent_left -= 1
if(puff_reagent_left > 0)
D.reagents.reaction(get_turf(D))
puff_reagent_left -= 1
if(puff_reagent_left <= 0) // we used all the puff so we delete it.
qdel(D)
return
qdel(D)
/obj/item/weapon/reagent_containers/spray/attack_self(var/mob/user)
@@ -146,41 +162,16 @@
/obj/item/weapon/reagent_containers/spray/chemsprayer/spray(var/atom/A)
var/Sprays[3]
for(var/i=1, i<=3, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/chempuff/D = new/obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
src.reagents.trans_to(D, amount_per_transfer_from_this)
D.color = mix_color_from_reagents(D.reagents.reagent_list)
Sprays[i] = D
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/chempuff/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = pick(the_targets)
the_targets -= my_target
for(var/j=0, j<=spray_currentrange, j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
D.reagents.reaction(t)
sleep(2)
qdel(D)
for(var/i=1, i<=3, i++) // intialize sprays
if(reagents.total_volume < 1)
return
..(the_targets[i])
/obj/item/weapon/reagent_containers/spray/chemsprayer/attack_self(var/mob/user)