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* Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically (#83673) ## About The Pull Request Currently, sparks only ignite the air in rooms with plasma/tritium/hydrogen in them. This PR changes sparks to ignite flammable things they touch, including mobs covered in flammable liquids. They also marginally heat containers (40K temp increase from a broken light bulb). The initial purpose was to make welding fuel pools more responsive to flaming things being thrown into them. I have also done that. They now respond to hot objects (including flaming mobs) entering their space or being thrown onto them. They are also ignited by sparks. This PR makes sparks a fire hazard. Keep a fire extinguisher handy. ## Why It's Good For The Game Safety hazards are fun. Sparks should, logically, set flammable things on fire, including YOU. Welding fuel pools should be more hazardous. ## Changelog 🆑 Bisar add: Sparks now ignite flammable things. Including you. Keep a fire extinguisher handy or stop dousing yourself in welding fuel! fix: Fixed a few oversights with welding fuel pools not igniting when you throw lit/hot things into them or when you walk into them while on fire. /🆑 * Sparks ignite flammable things (including people), welding fuel pools now ignite in response to more things logically --------- Co-authored-by: Joshua Kidder <49173900+Metekillot@users.noreply.github.com>
553 lines
17 KiB
Plaintext
553 lines
17 KiB
Plaintext
/obj/effect/decal/cleanable/generic
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name = "clutter"
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desc = "Someone should clean that up."
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icon = 'icons/obj/debris.dmi'
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icon_state = "shards"
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beauty = -50
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/obj/effect/decal/cleanable/ash
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name = "ashes"
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desc = "Ashes to ashes, dust to dust, and into space."
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icon = 'icons/obj/debris.dmi'
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icon_state = "ash"
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mergeable_decal = FALSE
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beauty = -50
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decal_reagent = /datum/reagent/ash
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reagent_amount = 30
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/obj/effect/decal/cleanable/ash/Initialize(mapload)
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. = ..()
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pixel_x = base_pixel_x + rand(-5, 5)
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pixel_y = base_pixel_y + rand(-5, 5)
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/obj/effect/decal/cleanable/ash/NeverShouldHaveComeHere(turf/here_turf)
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return !istype(here_turf, /obj/structure/bodycontainer/crematorium) && ..()
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/obj/effect/decal/cleanable/ash/large
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name = "large pile of ashes"
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icon_state = "big_ash"
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beauty = -100
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decal_reagent = /datum/reagent/ash
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reagent_amount = 60
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/obj/effect/decal/cleanable/glass
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name = "tiny shards"
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desc = "Back to sand."
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icon = 'icons/obj/debris.dmi'
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icon_state = "tiny"
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beauty = -100
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/obj/effect/decal/cleanable/glass/Initialize(mapload)
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. = ..()
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setDir(pick(GLOB.cardinals))
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/obj/effect/decal/cleanable/glass/ex_act()
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qdel(src)
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return TRUE
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/obj/effect/decal/cleanable/glass/plasma
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icon_state = "plasmatiny"
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/obj/effect/decal/cleanable/glass/titanium
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icon_state = "titaniumtiny"
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/obj/effect/decal/cleanable/glass/plastitanium
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icon_state = "plastitaniumtiny"
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//Screws that are dropped on the Z level below when deconstructing a reinforced floor plate.
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/obj/effect/decal/cleanable/glass/plastitanium/screws //I don't know how to sprite scattered screws, this can work until a spriter gets their hands on it.
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name = "pile of screws"
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desc = "Looks like they fell from the ceiling"
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/obj/effect/decal/cleanable/dirt
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name = "dirt"
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desc = "Someone should clean that up."
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icon = 'icons/effects/dirt.dmi'
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icon_state = "dirt-flat-0"
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base_icon_state = "dirt"
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smoothing_flags = NONE
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smoothing_groups = SMOOTH_GROUP_CLEANABLE_DIRT
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canSmoothWith = SMOOTH_GROUP_CLEANABLE_DIRT + SMOOTH_GROUP_WALLS
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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beauty = -75
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/obj/effect/decal/cleanable/dirt/Initialize(mapload)
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. = ..()
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icon_state = pick("dirt-flat-0","dirt-flat-1","dirt-flat-2","dirt-flat-3")
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var/obj/structure/broken_flooring/broken_flooring = locate(/obj/structure/broken_flooring) in loc
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if(!isnull(broken_flooring))
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return
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var/turf/T = get_turf(src)
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if(T.tiled_dirt)
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smoothing_flags = SMOOTH_BITMASK
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QUEUE_SMOOTH(src)
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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/obj/effect/decal/cleanable/dirt/Destroy()
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if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
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QUEUE_SMOOTH_NEIGHBORS(src)
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return ..()
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/obj/effect/decal/cleanable/dirt/dust
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name = "dust"
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desc = "A thin layer of dust coating the floor."
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icon_state = "dust"
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base_icon_state = "dust"
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/obj/effect/decal/cleanable/dirt/dust/Initialize(mapload)
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. = ..()
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icon_state = base_icon_state
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/obj/effect/decal/cleanable/greenglow
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name = "glowing goo"
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desc = "Jeez. I hope that's not for lunch."
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icon_state = "greenglow"
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light_power = 3
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light_range = 2
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light_color = LIGHT_COLOR_GREEN
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beauty = -300
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/obj/effect/decal/cleanable/greenglow/ex_act()
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return FALSE
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/obj/effect/decal/cleanable/greenglow/filled
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decal_reagent = /datum/reagent/uranium
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reagent_amount = 5
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/obj/effect/decal/cleanable/greenglow/filled/Initialize(mapload)
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decal_reagent = pick(/datum/reagent/uranium, /datum/reagent/uranium/radium)
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. = ..()
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/obj/effect/decal/cleanable/greenglow/ecto
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name = "ectoplasmic puddle"
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desc = "You know who to call."
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light_power = 2
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/obj/effect/decal/cleanable/greenglow/radioactive
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name = "radioactive goo"
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desc = "Holy crap, stop looking at this and move away immediately! It's radioactive!"
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light_power = 5
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light_range = 3
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light_color = LIGHT_COLOR_NUCLEAR
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/obj/effect/decal/cleanable/greenglow/radioactive/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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AddComponent(
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/datum/component/radioactive_emitter, \
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cooldown_time = 5 SECONDS, \
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range = 4, \
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threshold = RAD_MEDIUM_INSULATION, \
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)
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/obj/effect/decal/cleanable/cobweb
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name = "cobweb"
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desc = "Somebody should remove that."
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gender = NEUTER
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layer = WALL_OBJ_LAYER
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icon = 'icons/effects/web.dmi'
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icon_state = "cobweb1"
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resistance_flags = FLAMMABLE
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beauty = -100
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/cobweb/cobweb2
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icon_state = "cobweb2"
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/obj/effect/decal/cleanable/molten_object
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name = "gooey grey mass"
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desc = "It looks like a melted... something."
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gender = NEUTER
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icon = 'icons/effects/effects.dmi'
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icon_state = "molten"
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mergeable_decal = FALSE
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/molten_object/large
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name = "big gooey grey mass"
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icon_state = "big_molten"
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beauty = -300
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//Vomit (sorry)
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/obj/effect/decal/cleanable/vomit
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name = "vomit"
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desc = "Gosh, how unpleasant."
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icon = 'icons/effects/blood.dmi'
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icon_state = "vomit_1"
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random_icon_states = list("vomit_1", "vomit_2", "vomit_3", "vomit_4")
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beauty = -150
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/obj/effect/decal/cleanable/vomit/attack_hand(mob/user, list/modifiers)
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. = ..()
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if(.)
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(isflyperson(H))
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playsound(get_turf(src), 'sound/items/drink.ogg', 50, TRUE) //slurp
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H.visible_message(span_alert("[H] extends a small proboscis into the vomit pool, sucking it with a slurping sound."))
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reagents.trans_to(H, reagents.total_volume, transferred_by = user, methods = INGEST)
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qdel(src)
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/obj/effect/decal/cleanable/vomit/toxic // this has a more toned-down color palette, which may be why it's used as the default in so many spots
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icon_state = "vomittox_1"
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random_icon_states = list("vomittox_1", "vomittox_2", "vomittox_3", "vomittox_4")
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/obj/effect/decal/cleanable/vomit/purple // ourple
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icon_state = "vomitpurp_1"
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random_icon_states = list("vomitpurp_1", "vomitpurp_2", "vomitpurp_3", "vomitpurp_4")
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/obj/effect/decal/cleanable/vomit/nanites
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name = "nanite-infested vomit"
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desc = "Gosh, you can see something moving in there."
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icon_state = "vomitnanite_1"
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random_icon_states = list("vomitnanite_1", "vomitnanite_2", "vomitnanite_3", "vomitnanite_4")
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/obj/effect/decal/cleanable/vomit/nebula
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name = "nebula vomit"
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desc = "Gosh, how... beautiful."
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icon_state = "vomitnebula_1"
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random_icon_states = list("vomitnebula_1", "vomitnebula_2", "vomitnebula_3", "vomitnebula_4")
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beauty = 10
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/obj/effect/decal/cleanable/vomit/nebula/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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update_appearance(UPDATE_OVERLAYS)
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/obj/effect/decal/cleanable/vomit/nebula/update_overlays()
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. = ..()
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. += emissive_appearance(icon, icon_state, src, alpha = src.alpha)
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/// Nebula vomit with extra guests
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/obj/effect/decal/cleanable/vomit/nebula/worms
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/obj/effect/decal/cleanable/vomit/nebula/worms/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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for (var/i in 1 to rand(2, 3))
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new /mob/living/basic/hivelord_brood(loc)
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/obj/effect/decal/cleanable/vomit/old
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name = "crusty dried vomit"
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desc = "You try not to look at the chunks, and fail."
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/obj/effect/decal/cleanable/vomit/old/Initialize(mapload, list/datum/disease/diseases)
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. = ..()
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icon_state += "-old"
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 10)
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/obj/effect/decal/cleanable/vomit/old/black_bile
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name = "black bile"
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desc = "There's something wiggling in there..."
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color = COLOR_DARK
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/obj/effect/decal/cleanable/chem_pile
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name = "chemical pile"
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desc = "A pile of chemicals. You can't quite tell what's inside it."
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gender = NEUTER
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icon = 'icons/obj/debris.dmi'
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icon_state = "ash"
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/obj/effect/decal/cleanable/shreds
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name = "shreds"
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desc = "The shredded remains of what appears to be clothing."
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icon_state = "shreds"
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gender = PLURAL
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mergeable_decal = FALSE
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/obj/effect/decal/cleanable/shreds/ex_act(severity, target)
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if(severity >= EXPLODE_DEVASTATE) //so shreds created during an explosion aren't deleted by the explosion.
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qdel(src)
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return TRUE
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return FALSE
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/obj/effect/decal/cleanable/shreds/Initialize(mapload, oldname)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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if(!isnull(oldname))
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desc = "The sad remains of what used to be [oldname]"
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. = ..()
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/obj/effect/decal/cleanable/glitter
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name = "generic glitter pile"
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desc = "The herpes of arts and crafts."
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icon = 'icons/effects/atmospherics.dmi'
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icon_state = "plasma_old"
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gender = NEUTER
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/obj/effect/decal/cleanable/glitter/pink
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name = "pink glitter"
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icon_state = "plasma"
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/obj/effect/decal/cleanable/glitter/white
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name = "white glitter"
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icon_state = "nitrous_oxide"
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/obj/effect/decal/cleanable/glitter/blue
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name = "blue glitter"
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icon_state = "freon"
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/obj/effect/decal/cleanable/plasma
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name = "stabilized plasma"
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desc = "A puddle of stabilized plasma."
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icon_state = "flour"
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icon = 'icons/effects/tomatodecal.dmi'
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color = "#2D2D2D"
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/obj/effect/decal/cleanable/insectguts
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name = "insect guts"
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desc = "One bug squashed. Four more will rise in its place."
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icon = 'icons/effects/blood.dmi'
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icon_state = "xfloor1"
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random_icon_states = list("xfloor1", "xfloor2", "xfloor3", "xfloor4", "xfloor5", "xfloor6", "xfloor7")
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/obj/effect/decal/cleanable/confetti
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name = "confetti"
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desc = "Tiny bits of colored paper thrown about for the janitor to enjoy!"
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icon = 'icons/effects/confetti_and_decor.dmi'
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icon_state = "confetti"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT //the confetti itself might be annoying enough
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/obj/effect/decal/cleanable/plastic
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name = "plastic shreds"
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desc = "Bits of torn, broken, worthless plastic."
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icon = 'icons/obj/debris.dmi'
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icon_state = "shards"
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color = "#c6f4ff"
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/obj/effect/decal/cleanable/wrapping
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name = "wrapping shreds"
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desc = "Torn pieces of cardboard and paper, left over from a package."
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icon = 'icons/obj/debris.dmi'
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icon_state = "paper_shreds"
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/obj/effect/decal/cleanable/wrapping/pinata
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name = "pinata shreds"
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desc = "Torn pieces of papier-mâché, left over from a pinata"
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icon_state = "pinata_shreds"
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/obj/effect/decal/cleanable/wrapping/pinata/syndie
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icon_state = "syndie_pinata_shreds"
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/obj/effect/decal/cleanable/garbage
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name = "decomposing garbage"
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desc = "A split open garbage bag, its stinking content seems to be partially liquified. Yuck!"
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icon = 'icons/obj/debris.dmi'
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icon_state = "garbage"
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plane = GAME_PLANE
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layer = FLOOR_CLEAN_LAYER //To display the decal over wires.
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beauty = -150
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clean_type = CLEAN_TYPE_HARD_DECAL
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/obj/effect/decal/cleanable/garbage/Initialize(mapload)
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. = ..()
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AddElement(/datum/element/swabable, CELL_LINE_TABLE_SLUDGE, CELL_VIRUS_TABLE_GENERIC, rand(2,4), 15)
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/obj/effect/decal/cleanable/ants
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name = "space ants"
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desc = "A small colony of space ants. They're normally used to the vacuum of space, so they can't climb too well."
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icon = 'icons/obj/debris.dmi'
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icon_state = "ants"
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beauty = -150
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plane = GAME_PLANE
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layer = LOW_OBJ_LAYER
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decal_reagent = /datum/reagent/ants
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reagent_amount = 5
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/// Sound the ants make when biting
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var/bite_sound = 'sound/weapons/bite.ogg'
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/obj/effect/decal/cleanable/ants/Initialize(mapload)
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if(mapload && reagent_amount > 2)
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reagent_amount = rand((reagent_amount - 2), reagent_amount)
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. = ..()
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update_ant_damage()
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/obj/effect/decal/cleanable/ants/vv_edit_var(vname, vval)
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. = ..()
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if(vname == NAMEOF(src, bite_sound))
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update_ant_damage()
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/obj/effect/decal/cleanable/ants/handle_merge_decal(obj/effect/decal/cleanable/merger)
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. = ..()
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var/obj/effect/decal/cleanable/ants/ants = merger
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ants.update_ant_damage()
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/obj/effect/decal/cleanable/ants/proc/update_ant_damage(ant_min_damage, ant_max_damage)
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if(!ant_max_damage)
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ant_max_damage = min(10, round((reagents.get_reagent_amount(/datum/reagent/ants) * 0.1),0.1)) // 100u ants = 10 max_damage
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if(!ant_min_damage)
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ant_min_damage = 0.1
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var/ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN) /// Small amounts of ants won't be able to bite through shoes.
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if(ant_max_damage > 1)
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ant_flags = (CALTROP_NOCRAWL | CALTROP_NOSTUN | CALTROP_BYPASS_SHOES)
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var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
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if(caltrop_comp)
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caltrop_comp.min_damage = ant_min_damage
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caltrop_comp.max_damage = ant_max_damage
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caltrop_comp.flags = ant_flags
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caltrop_comp.soundfile = bite_sound
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else
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AddComponent(/datum/component/caltrop, min_damage = ant_min_damage, max_damage = ant_max_damage, flags = ant_flags, soundfile = bite_sound)
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update_appearance(UPDATE_ICON)
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/obj/effect/decal/cleanable/ants/update_icon_state()
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if(istype(src, /obj/effect/decal/cleanable/ants/fire)) //i fucking hate this but you're forced to call parent in update_icon_state()
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return ..()
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if(!(flags_1 & INITIALIZED_1))
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return ..()
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var/datum/component/caltrop/caltrop_comp = GetComponent(/datum/component/caltrop)
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if(!caltrop_comp)
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return ..()
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switch(caltrop_comp.max_damage)
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if(0 to 1)
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icon_state = initial(icon_state)
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if(1.1 to 4)
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icon_state = "[initial(icon_state)]_2"
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if(4.1 to 7)
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icon_state = "[initial(icon_state)]_3"
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if(7.1 to INFINITY)
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icon_state = "[initial(icon_state)]_4"
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return ..()
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/obj/effect/decal/cleanable/ants/update_overlays()
|
|
. = ..()
|
|
. += emissive_appearance(icon, "[icon_state]_light", src, alpha = src.alpha)
|
|
|
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/obj/effect/decal/cleanable/ants/fire_act(exposed_temperature, exposed_volume)
|
|
new /obj/effect/decal/cleanable/ants/fire(loc)
|
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qdel(src)
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|
|
|
/obj/effect/decal/cleanable/ants/fire
|
|
name = "space fire ants"
|
|
desc = "A small colony no longer. We are the fire nation."
|
|
decal_reagent = /datum/reagent/ants/fire
|
|
icon_state = "fire_ants"
|
|
mergeable_decal = FALSE
|
|
|
|
/obj/effect/decal/cleanable/ants/fire/update_ant_damage(ant_min_damage, ant_max_damage)
|
|
return ..(15, 25)
|
|
|
|
/obj/effect/decal/cleanable/ants/fire/fire_act(exposed_temperature, exposed_volume)
|
|
return
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool
|
|
name = "pool of fuel"
|
|
desc = "A pool of flammable fuel. Its probably wise to clean this off before something ignites it..."
|
|
icon_state = "fuel_pool"
|
|
layer = LOW_OBJ_LAYER
|
|
beauty = -50
|
|
clean_type = CLEAN_TYPE_BLOOD
|
|
mouse_opacity = MOUSE_OPACITY_OPAQUE
|
|
resistance_flags = UNACIDABLE | ACID_PROOF | FIRE_PROOF | FLAMMABLE //gross way of doing this but would need to disassemble fire_act call stack otherwise
|
|
/// Maximum amount of hotspots this pool can create before deleting itself
|
|
var/burn_amount = 3
|
|
/// Is this fuel pool currently burning?
|
|
var/burning = FALSE
|
|
/// Type of hotspot fuel pool spawns upon being ignited
|
|
var/hotspot_type = /obj/effect/hotspot
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/Initialize(mapload, burn_stacks)
|
|
. = ..()
|
|
var/static/list/ignition_trigger_connections = list(
|
|
COMSIG_TURF_MOVABLE_THROW_LANDED = PROC_REF(ignition_trigger),
|
|
)
|
|
AddElement(/datum/element/connect_loc, ignition_trigger_connections)
|
|
for(var/obj/effect/decal/cleanable/fuel_pool/pool in get_turf(src)) //Can't use locate because we also belong to that turf
|
|
if(pool == src)
|
|
continue
|
|
pool.burn_amount = max(min(pool.burn_amount + burn_stacks, 10), 1)
|
|
return INITIALIZE_HINT_QDEL
|
|
|
|
if(burn_stacks)
|
|
burn_amount = max(min(burn_stacks, 10), 1)
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/fire_act(exposed_temperature, exposed_volume)
|
|
. = ..()
|
|
ignite()
|
|
|
|
/**
|
|
* Ignites the fuel pool. This should be the only way to ignite fuel pools.
|
|
*/
|
|
/obj/effect/decal/cleanable/fuel_pool/proc/ignite()
|
|
if(burning)
|
|
return
|
|
burning = TRUE
|
|
burn_process()
|
|
|
|
/**
|
|
* Spends 1 burn_amount and spawns a hotspot. If burn_amount is equal to 0, deletes the fuel pool.
|
|
* Else, queues another call of this proc upon hotspot getting deleted and ignites other fuel pools around itself after 0.5 seconds.
|
|
* THIS SHOULD NOT BE CALLED DIRECTLY.
|
|
*/
|
|
/obj/effect/decal/cleanable/fuel_pool/proc/burn_process()
|
|
SIGNAL_HANDLER
|
|
|
|
burn_amount -= 1
|
|
var/obj/effect/hotspot/hotspot = new hotspot_type(get_turf(src))
|
|
addtimer(CALLBACK(src, PROC_REF(ignite_others)), 0.5 SECONDS)
|
|
|
|
if(!burn_amount)
|
|
qdel(src)
|
|
return
|
|
|
|
RegisterSignal(hotspot, COMSIG_QDELETING, PROC_REF(burn_process))
|
|
|
|
/**
|
|
* Ignites other oil pools around itself.
|
|
*/
|
|
/obj/effect/decal/cleanable/fuel_pool/proc/ignite_others()
|
|
for(var/obj/effect/decal/cleanable/fuel_pool/oil in range(1, get_turf(src)))
|
|
oil.ignite()
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/bullet_act(obj/projectile/hit_proj)
|
|
. = ..()
|
|
ignite()
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/attackby(obj/item/item, mob/user, params)
|
|
if(item.ignition_effect(src, user))
|
|
ignite()
|
|
return ..()
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/on_entered(datum/source, atom/movable/entered_atom)
|
|
. = ..()
|
|
if(entered_atom.throwing) // don't light from things being thrown over us, we handle that somewhere else
|
|
return
|
|
ignition_trigger(source = src, enflammable_atom = entered_atom)
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/proc/ignition_trigger(datum/source, atom/movable/enflammable_atom)
|
|
SIGNAL_HANDLER
|
|
|
|
if(isitem(enflammable_atom))
|
|
var/obj/item/enflamed_item = enflammable_atom
|
|
if(enflamed_item.get_temperature() > FIRE_MINIMUM_TEMPERATURE_TO_EXIST)
|
|
ignite()
|
|
return
|
|
else if(isliving(enflammable_atom))
|
|
var/mob/living/enflamed_liver = enflammable_atom
|
|
if(enflamed_liver.on_fire)
|
|
ignite()
|
|
|
|
|
|
/obj/effect/decal/cleanable/fuel_pool/hivis
|
|
icon_state = "fuel_pool_hivis"
|
|
|
|
/obj/effect/decal/cleanable/rubble
|
|
name = "rubble"
|
|
desc = "A pile of rubble."
|
|
icon = 'icons/obj/debris.dmi'
|
|
icon_state = "rubble"
|
|
mergeable_decal = FALSE
|
|
beauty = -10
|
|
|
|
/obj/effect/decal/cleanable/rubble/Initialize(mapload)
|
|
. = ..()
|
|
flick("rubble_bounce", src)
|
|
icon_state = "rubble"
|
|
update_appearance(UPDATE_ICON_STATE)
|