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CHOMPStation2/code/modules/reagents/reagent_containers/spray.dm
cib 670bf5bb76 Radiation storms consider maintenance now.
Also, a fix to spray(whoops!)
2013-05-18 22:18:37 +02:00

243 lines
8.2 KiB
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/obj/item/weapon/reagent_containers/spray
name = "spray bottle"
desc = "A spray bottle, with an unscrewable top."
icon = 'icons/obj/janitor.dmi'
icon_state = "cleaner"
item_state = "cleaner"
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
amount_per_transfer_from_this = 10
volume = 250
possible_transfer_amounts = null
/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
reagents.trans_to(D, amount_per_transfer_from_this, 1/3)
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
var/turf/A_turf = get_turf(A)
spawn(0)
for(var/i=0, i<3, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
// When spraying against the wall, also react with the wall, but
// not its contents.
if(get_dist(D, A_turf) == 1 && A_turf.density)
D.reagents.reaction(A_turf)
sleep(2)
sleep(3)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a spray bottle.")
log_game("[key_name(user)] fired sulphuric acid from a spray bottle.")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a spray bottle.")
log_game("[key_name(user)] fired Polyacid from a spray bottle.")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a spray bottle.")
log_game("[key_name(user)] fired Space lube from a spray bottle.")
return
/obj/item/weapon/reagent_containers/spray/attack_self(var/mob/user)
amount_per_transfer_from_this = (amount_per_transfer_from_this == 10 ? 5 : 10)
user << "<span class='notice'>You switched [amount_per_transfer_from_this == 10 ? "on" : "off"] the pressure nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
/obj/item/weapon/reagent_containers/spray/examine()
set src in usr
..()
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
/obj/item/weapon/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
set category = "Object"
set src in usr
if(isturf(usr.loc))
usr << "<span class='notice'>You empty the [src] onto the floor.</span>"
reagents.reaction(usr.loc)
spawn(5) src.reagents.clear_reagents()
//space cleaner
/obj/item/weapon/reagent_containers/spray/cleaner
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
/obj/item/weapon/reagent_containers/spray/cleaner/New()
..()
reagents.add_reagent("cleaner", 250)
//pepperspray
/obj/item/weapon/reagent_containers/spray/pepper
name = "pepperspray"
desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
icon = 'icons/obj/weapons.dmi'
icon_state = "pepperspray"
item_state = "pepperspray"
volume = 40
amount_per_transfer_from_this = 10
/obj/item/weapon/reagent_containers/spray/pepper/New()
..()
reagents.add_reagent("condensedcapsaicin", 40)
//chemsprayer
/obj/item/weapon/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'icons/obj/gun.dmi'
icon_state = "chemsprayer"
item_state = "chemsprayer"
throwforce = 3
w_class = 3.0
volume = 600
origin_tech = "combat=3;materials=3;engineering=3"
//this is a big copypasta clusterfuck, but it's still better than it used to be!
/obj/item/weapon/reagent_containers/spray/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/Sprays[3]
for(var/i=1, i<=3, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.create_reagents(amount_per_transfer_from_this)
src.reagents.trans_to(D, amount_per_transfer_from_this)
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
Sprays[i] = D
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
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/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = pick(the_targets)
the_targets -= my_target
for(var/j=1, j<=rand(6,8), j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
D.reagents.reaction(t)
sleep(2)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a chem sprayer.")
log_game("[key_name(user)] fired sulphuric acid from a chem sprayer.")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a chem sprayer.")
log_game("[key_name(user)] fired Polyacid from a chem sprayer.")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a chem sprayer.")
log_game("[key_name(user)] fired Space lube from a chem sprayer.")
return
// Plant-B-Gone
/obj/item/weapon/reagent_containers/spray/plantbgone // -- Skie
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics.dmi'
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
/obj/item/weapon/reagent_containers/spray/plantbgone/New()
..()
reagents.add_reagent("plantbgone", 100)
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/machinery/hydroponics)) // We are targeting hydrotray
return
if (istype(A, /obj/effect/blob)) // blob damage in blob code
return
..()