/obj/machinery/igniter name = "igniter" desc = "It's useful for igniting flammable items." icon = 'icons/obj/stationobjs.dmi' icon_state = "igniter1" var/id = null var/on = 1.0 anchored = 1.0 use_power = 1 idle_power_usage = 2 active_power_usage = 4 /obj/machinery/igniter/attack_ai(mob/user as mob) return src.attack_hand(user) /obj/machinery/igniter/attack_hand(mob/user as mob) if(..()) return add_fingerprint(user) use_power(50) src.on = !( src.on ) src.icon_state = text("igniter[]", src.on) return /obj/machinery/igniter/process() //ugh why is this even in process()? if (src.on && !(stat & NOPOWER) ) var/turf/location = src.loc if (isturf(location)) location.hotspot_expose(1000,500,1) return 1 /obj/machinery/igniter/New() ..() icon_state = "igniter[on]" /obj/machinery/igniter/power_change() ..() if(!( stat & NOPOWER) ) icon_state = "igniter[src.on]" else icon_state = "igniter0" // Wall mounted remote-control igniter. /obj/machinery/sparker name = "Mounted igniter" desc = "A wall-mounted ignition device." icon = 'icons/obj/stationobjs.dmi' icon_state = "migniter" var/id = null var/disable = 0 var/last_spark = 0 var/base_state = "migniter" anchored = 1 /obj/machinery/sparker/New() ..() /obj/machinery/sparker/power_change() ..() if ( !(stat & NOPOWER) && disable == 0 ) icon_state = "[base_state]" // src.sd_SetLuminosity(2) else icon_state = "[base_state]-p" // src.sd_SetLuminosity(0) /obj/machinery/sparker/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/device/detective_scanner)) return if (istype(W, /obj/item/weapon/screwdriver)) add_fingerprint(user) src.disable = !src.disable if (src.disable) user.visible_message("\red [user] has disabled the [src]!", "\red You disable the connection to the [src].") icon_state = "[base_state]-d" if (!src.disable) user.visible_message("\red [user] has reconnected the [src]!", "\red You fix the connection to the [src].") if(src.powered()) icon_state = "[base_state]" else icon_state = "[base_state]-p" /obj/machinery/sparker/attack_ai() if (src.anchored) return src.ignite() else return /obj/machinery/sparker/proc/ignite() if (!(powered())) return if ((src.disable) || (src.last_spark && world.time < src.last_spark + 50)) return flick("[base_state]-spark", src) var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread s.set_up(2, 1, src) s.start() src.last_spark = world.time use_power(1000) var/turf/location = src.loc if (isturf(location)) location.hotspot_expose(1000,500,1) return 1 /obj/machinery/sparker/emp_act(severity) if(stat & (BROKEN|NOPOWER)) ..(severity) return ignite() ..(severity) /obj/machinery/ignition_switch/attack_ai(mob/user as mob) return src.attack_hand(user) /obj/machinery/ignition_switch/attackby(obj/item/weapon/W, mob/user as mob) return src.attack_hand(user) /obj/machinery/ignition_switch/attack_hand(mob/user as mob) if(stat & (NOPOWER|BROKEN)) return if(active) return use_power(5) active = 1 icon_state = "launcheract" for(var/obj/machinery/sparker/M in world) if (M.id == src.id) spawn( 0 ) M.ignite() for(var/obj/machinery/igniter/M in world) if(M.id == src.id) use_power(50) M.on = !( M.on ) M.icon_state = text("igniter[]", M.on) sleep(50) icon_state = "launcherbtt" active = 0 return