obj/effect/decal/cleanable/liquid_fuel //Liquid fuel is used for things that used to rely on volatile fuels or phoron being contained to a couple tiles. icon = 'icons/effects/effects.dmi' icon_state = "fuel" layer = TURF_LAYER+0.2 anchored = 1 var/amount = 1 //Basically moles. New(turf/newLoc,amt=1,nologs=0) if(!nologs) message_admins("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z]) (JMP)") log_game("Liquid fuel has spilled in [newLoc.loc.name] ([newLoc.x],[newLoc.y],[newLoc.z])") src.amount = amt //Be absorbed by any other liquid fuel in the tile. for(var/obj/effect/decal/cleanable/liquid_fuel/other in newLoc) if(other != src) other.amount += src.amount spawn other.Spread() del src Spread() . = ..() proc/Spread() //Allows liquid fuels to sometimes flow into other tiles. if(amount < 5.0) return var/turf/simulated/S = loc if(!istype(S)) return for(var/d in cardinal) if(rand(25)) var/turf/simulated/target = get_step(src,d) var/turf/simulated/origin = get_turf(src) if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0)) if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in target) new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25,1) amount *= 0.75 flamethrower_fuel icon_state = "mustard" anchored = 0 New(newLoc, amt = 1, d = 0) set_dir(d) //Setting this direction means you won't get torched by your own flamethrower. . = ..() Spread() //The spread for flamethrower fuel is much more precise, to create a wide fire pattern. if(amount < 0.1) return var/turf/simulated/S = loc if(!istype(S)) return for(var/d in list(turn(dir,90),turn(dir,-90), dir)) var/turf/simulated/O = get_step(S,d) if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O) continue if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0)) new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d) O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately. amount *= 0.25