/obj/item/device/assembly/igniter name = "igniter" desc = "A small electronic device able to ignite combustible substances." icon_state = "igniter" materials = list(MAT_METAL=500, MAT_GLASS=50) origin_tech = "magnets=1" var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread heat = 1000 /obj/item/device/assembly/igniter/New() ..() sparks.set_up(2, 0, src) sparks.attach(src) /obj/item/device/assembly/igniter/Destroy() qdel(sparks) sparks = null . = ..() /obj/item/device/assembly/igniter/activate() if(!..()) return 0//Cooldown check var/turf/location = get_turf(loc) if(location) location.hotspot_expose(1000,1000) sparks.start() return 1 /obj/item/device/assembly/igniter/attack_self(mob/user) activate() add_fingerprint(user) /obj/item/device/assembly/igniter/ignition_effect(atom/A, mob/user) . = "[user] fiddles with [src], and manages to \ light [A]." activate() add_fingerprint(user)