/mob var/bloody_hands = 0 var/mob/living/carbon/human/bloody_hands_mob var/track_blood = 0 var/list/feet_blood_DNA var/track_blood_type var/feet_blood_color /obj/item/clothing/gloves var/transfer_blood = 0 var/mob/living/carbon/human/bloody_hands_mob /obj/item/clothing/shoes/ var/track_blood = 0 /obj/item/weapon/reagent_containers/glass/rag name = "rag" desc = "For cleaning up messes, you suppose." w_class = ITEMSIZE_TINY icon = 'icons/obj/toy.dmi' icon_state = "rag" amount_per_transfer_from_this = 5 possible_transfer_amounts = list(5) volume = 10 can_be_placed_into = null flags = OPENCONTAINER | NOBLUDGEON unacidable = 0 var/on_fire = 0 var/burn_time = 20 //if the rag burns for too long it turns to ashes /obj/item/weapon/reagent_containers/glass/rag/New() ..() update_name() /obj/item/weapon/reagent_containers/glass/rag/Destroy() processing_objects -= src //so we don't continue turning to ash while gc'd return ..() /obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob) if(on_fire) user.visible_message("\The [user] stamps out [src].", "You stamp out [src].") user.unEquip(src) extinguish() else remove_contents(user) /obj/item/weapon/reagent_containers/glass/rag/attackby(obj/item/W, mob/user) if(!on_fire && istype(W, /obj/item/weapon/flame)) var/obj/item/weapon/flame/F = W if(F.lit) src.ignite() if(on_fire) visible_message("\The [user] lights [src] with [W].") else user << "You manage to singe [src], but fail to light it." . = ..() update_name() /obj/item/weapon/reagent_containers/glass/rag/proc/update_name() if(on_fire) name = "burning [initial(name)]" else if(reagents.total_volume) name = "damp [initial(name)]" else name = "dry [initial(name)]" /obj/item/weapon/reagent_containers/glass/rag/update_icon() if(on_fire) icon_state = "raglit" else icon_state = "rag" var/obj/item/weapon/reagent_containers/food/drinks/bottle/B = loc if(istype(B)) B.update_icon() /obj/item/weapon/reagent_containers/glass/rag/proc/remove_contents(mob/user, atom/trans_dest = null) if(!trans_dest && !user.loc) return if(reagents.total_volume) var/target_text = trans_dest? "\the [trans_dest]" : "\the [user.loc]" user.visible_message("\The [user] begins to wring out [src] over [target_text].", "You begin to wring out [src] over [target_text].") if(do_after(user, reagents.total_volume*5)) //50 for a fully soaked rag if(trans_dest) reagents.trans_to(trans_dest, reagents.total_volume) else reagents.splash(user.loc, reagents.total_volume) user.visible_message("\The [user] wrings out [src] over [target_text].", "You finish to wringing out [src].") update_name() /obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user) if(!reagents.total_volume) user << "The [initial(name)] is dry!" else user.visible_message("\The [user] starts to wipe down [A] with [src]!") //reagents.splash(A, 1) //get a small amount of liquid on the thing we're wiping. update_name() if(do_after(user,30)) user.visible_message("\The [user] finishes wiping off the [A]!") A.clean_blood() if(istype(A, /turf) || istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune)) //VOREStation Edit - "Allows rags to clean dirt from turfs" var/turf/T = get_turf(A) if(T) T.clean(src, user) //VOREStation Edit End /obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag) if(isliving(target)) var/mob/living/M = target if(on_fire) user.visible_message("\The [user] hits [target] with [src]!",) user.do_attack_animation(src) M.IgniteMob() else if(reagents.total_volume) if(user.zone_sel.selecting == O_MOUTH) user.do_attack_animation(src) user.visible_message( "\The [user] smothers [target] with [src]!", "You smother [target] with [src]!", "You hear some struggling and muffled cries of surprise" ) //it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD) update_name() else wipe_down(target, user) return return ..() /obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity) if(!proximity) return if(istype(A, /obj/structure/reagent_dispensers) || istype(A, /obj/item/weapon/reagent_containers/glass/bucket) || istype(A, /obj/structure/mopbucket)) //VOREStation Edit - "Allows rags to be used on buckets and mopbuckets" if(!reagents.get_free_space()) user << "\The [src] is already soaked." return if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume)) user.visible_message("\The [user] soaks [src] using [A].", "You soak [src] using [A].") update_name() return if(!on_fire && istype(A) && (src in user)) if(A.is_open_container() && !(A in user)) remove_contents(user, A) else if(!ismob(A)) //mobs are handled in attack() - this prevents us from wiping down people while smothering them. wipe_down(A, user) return /obj/item/weapon/reagent_containers/glass/rag/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume) if(exposed_temperature >= 50 + T0C) src.ignite() if(exposed_temperature >= 900 + T0C) new /obj/effect/decal/cleanable/ash(get_turf(src)) qdel(src) //rag must have a minimum of 2 units welder fuel or ehtanol based reagents and at least 80% of the reagents must so. /obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite() var/fuel if(reagents.get_reagent_amount("fuel")) fuel += reagents.get_reagent_amount("fuel") else for(var/datum/reagent/ethanol/R in reagents.reagent_list) fuel += reagents.get_reagent_amount(R.id) return (fuel >= 2 && fuel >= reagents.total_volume*0.8) /obj/item/weapon/reagent_containers/glass/rag/proc/ignite() if(on_fire) return if(!can_ignite()) return //also copied from matches if(reagents.get_reagent_amount("phoron")) // the phoron explodes when exposed to fire visible_message("\The [src] conflagrates violently!") var/datum/effect/effect/system/reagents_explosion/e = new() e.set_up(round(reagents.get_reagent_amount("phoron") / 2.5, 1), get_turf(src), 0, 0) e.start() qdel(src) return processing_objects += src set_light(2, null, "#E38F46") on_fire = 1 update_name() update_icon() /obj/item/weapon/reagent_containers/glass/rag/proc/extinguish() processing_objects -= src set_light(0) on_fire = 0 //rags sitting around with 1 second of burn time left is dumb. //ensures players always have a few seconds of burn time left when they light their rag if(burn_time <= 5) visible_message("\The [src] falls apart!") new /obj/effect/decal/cleanable/ash(get_turf(src)) qdel(src) update_name() update_icon() /obj/item/weapon/reagent_containers/glass/rag/process() if(!can_ignite()) visible_message("\The [src] burns out.") extinguish() //copied from matches if(isliving(loc)) var/mob/living/M = loc M.IgniteMob() var/turf/location = get_turf(src) if(location) location.hotspot_expose(700, 5) if(burn_time <= 0) processing_objects -= src new /obj/effect/decal/cleanable/ash(location) qdel(src) return reagents.remove_reagent("fuel", reagents.maximum_volume/25) for(var/datum/reagent/ethanol/R in reagents.reagent_list) if(istype(R, /datum/reagent/ethanol)) reagents.remove_reagent(R.id, reagents.maximum_volume/25) update_name() burn_time--