/obj/item/weapon/extinguisher name = "fire extinguisher" desc = "A traditional red fire extinguisher." icon = 'icons/obj/items.dmi' icon_state = "fire_extinguisher0" item_state = "fire_extinguisher" hitsound = 'sound/weapons/smash.ogg' flags = FPRINT | USEDELAY | TABLEPASS | CONDUCT throwforce = 10 w_class = 3.0 throw_speed = 2 throw_range = 10 force = 10.0 m_amt = 90 attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") var/max_water = 50 var/last_use = 1.0 var/safety = 1 var/sprite_name = "fire_extinguisher" /obj/item/weapon/extinguisher/mini name = "fire extinguisher" desc = "A light and compact fibreglass-framed model fire extinguisher." icon_state = "miniFE0" item_state = "miniFE" hitsound = null //it is much lighter, after all. flags = FPRINT | USEDELAY | TABLEPASS throwforce = 2 w_class = 2.0 force = 3.0 m_amt = 0 max_water = 30 sprite_name = "miniFE" /obj/item/weapon/extinguisher/New() var/datum/reagents/R = new/datum/reagents(max_water) reagents = R R.my_atom = src R.add_reagent("water", max_water) /obj/item/weapon/extinguisher/examine() set src in usr usr << text("\icon[] [] contains [] units of water left!", src, src.name, src.reagents.total_volume) ..() return /obj/item/weapon/extinguisher/attack_self(mob/user as mob) safety = !safety src.icon_state = "[sprite_name][!safety]" src.desc = "The safety is [safety ? "on" : "off"]." user << "The safety is [safety ? "on" : "off"]." return /obj/item/weapon/extinguisher/afterattack(atom/target, mob/user , flag) //TODO; Add support for reagents in water. if( istype(target, /obj/structure/reagent_dispensers/watertank) && get_dist(src,target) <= 1) var/obj/o = target o.reagents.trans_to(src, 50) user << "\blue \The [src] is now refilled" playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) return if (!safety) if (src.reagents.total_volume < 1) usr << "\red \The [src] is empty." return if (world.time < src.last_use + 20) return src.last_use = world.time playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3) var/direction = get_dir(src,target) if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored ) spawn(0) var/obj/B = usr.buckled var/movementdirection = turn(direction,180) B.Move(get_step(usr,movementdirection), movementdirection) sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) sleep(2) B.Move(get_step(usr,movementdirection), movementdirection) sleep(2) B.Move(get_step(usr,movementdirection), movementdirection) sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) var/turf/T = get_turf(target) var/turf/T1 = get_step(T,turn(direction, 90)) var/turf/T2 = get_step(T,turn(direction, -90)) var/list/the_targets = list(T,T1,T2) for(var/a=0, a<5, a++) spawn(0) var/obj/effect/effect/water/W = new /obj/effect/effect/water( get_turf(src) ) var/turf/my_target = pick(the_targets) var/datum/reagents/R = new/datum/reagents(5) if(!W) return W.reagents = R R.my_atom = W if(!W || !src) return src.reagents.trans_to(W,1) for(var/b=0, b<5, b++) step_towards(W,my_target) if(!W) return W.reagents.reaction(get_turf(W)) for(var/atom/atm in get_turf(W)) if(!W) return W.reagents.reaction(atm) if(W.loc == my_target) break sleep(2) if((istype(usr.loc, /turf/space)) || (usr.lastarea.has_gravity == 0)) user.inertia_dir = get_dir(target, user) step(user, user.inertia_dir) else return ..() return