Files
CHOMPStation2/code/modules/detectivework/tools/rag.dm
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

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/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 = 1
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
..()
/obj/item/weapon/reagent_containers/glass/rag/attack_self(mob/user as mob)
if(on_fire)
user.visible_message("<span class='warning'>\The [user] stamps out [src].</span>", "<span class='warning'>You stamp out [src].</span>")
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)
ignite()
if(on_fire)
visible_message("<span class='warning'>\The [user] lights [src] with [W].</span>")
else
user << "<span class='warning'>You manage to singe [src], but fail to light it.</span>"
. = ..()
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("<span class='danger'>\The [user] begins to wring out [src] over [target_text].</span>", "<span class='notice'>You begin to wring out [src] over [target_text].</span>")
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("<span class='danger'>\The [user] wrings out [src] over [target_text].</span>", "<span class='notice'>You finish to wringing out [src].</span>")
update_name()
/obj/item/weapon/reagent_containers/glass/rag/proc/wipe_down(atom/A, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>The [initial(name)] is dry!</span>"
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()
/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("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
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(
"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
"<span class='warning'>You smother [target] with [src]!</span>",
"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))
if(!reagents.get_free_space())
user << "<span class='warning'>\The [src] is already soaked.</span>"
return
if(A.reagents && A.reagents.trans_to_obj(src, reagents.maximum_volume))
user.visible_message("<span class='notice'>\The [user] soaks [src] using [A].</span>", "<span class='notice'>You soak [src] using [A].</span>")
update_name()
return
if(!on_fire && istype(A) && (src in user))
if(A.is_open_container())
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)
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 and at least 80% of the reagents must be welder fuel.
//maybe generalize flammable reagents someday
/obj/item/weapon/reagent_containers/glass/rag/proc/can_ignite()
var/fuel = reagents.get_reagent_amount("fuel")
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("<span class='danger'>\The [src] conflagrates violently!</span>")
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("<span class='warning'>\The [src] falls apart!</span>")
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("<span class='warning'>\The [src] burns out.</span>")
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)
update_name()
burn_time--