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Refactors is_hot and fixes some issues from the beaker lighting PR (#22964)
* Idk what I'm doing * The is_hot refactor * Fixes that I forgot to push before making the PR * Update code/game/objects/items.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Contra review * TODO: Find out why this isn't working * Removes the signal stuff for now, this works * Fixes it all * Add new signal * Update code/_onclick/item_attack.dm Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> * Contra reivew * Ayyy it works * Merge master * Forgot this one * Update code/game/machinery/doors/airlock_types.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/objects/structures/mineral_doors.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/turfs/simulated/floor/mineral_floors.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> * Update code/game/turfs/simulated/walls_mineral.dm Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> --------- Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
This commit is contained in:
co-authored by
Burzah
Contrabang
parent
cbc45c1336
commit
004d7d10b7
@@ -47,12 +47,19 @@ LIGHTERS ARE IN LIGHTERS.DM
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reagents.set_reacting(FALSE) // so it doesn't react until you light it
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if(list_reagents)
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reagents.add_reagent_list(list_reagents)
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RegisterSignal(src, COMSIG_ITEM_BEING_ATTACKED, PROC_REF(can_light))
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/obj/item/clothing/mask/cigarette/Destroy()
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QDEL_NULL(reagents)
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STOP_PROCESSING(SSobj, src)
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return ..()
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/obj/item/clothing/mask/cigarette/proc/can_light(obj/item/cigarette, obj/item/lighting_item)
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SIGNAL_HANDLER
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if(lighting_item.get_heat())
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light()
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return COMPONENT_CANCEL_ATTACK_CHAIN
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/obj/item/clothing/mask/cigarette/decompile_act(obj/item/matter_decompiler/C, mob/user)
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if(isdrone(user))
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C.stored_comms["wood"] += 1
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@@ -250,6 +257,8 @@ LIGHTERS ARE IN LIGHTERS.DM
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STOP_PROCESSING(SSobj, src)
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qdel(src)
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/obj/item/clothing/mask/cigarette/get_heat()
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return lit * 1000
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/obj/item/clothing/mask/cigarette/menthol
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list_reagents = list("nicotine" = 40, "menthol" = 20)
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@@ -125,6 +125,9 @@
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item_state = "[initial(item_state)][lit ? "-on" : ""]"
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return ..()
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/obj/item/lighter/get_heat()
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return lit * 1500
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// Zippo lighters
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/obj/item/lighter/zippo
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name = "zippo lighter"
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@@ -304,6 +307,9 @@
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if(istype(mask_item, /obj/item/clothing/mask/cigarette))
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return mask_item
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/obj/item/match/get_heat()
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return lit * 1000
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/obj/item/match/firebrand
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name = "firebrand"
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desc = "An unlit firebrand. It makes you wonder why it's not just called a stick."
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@@ -85,6 +85,9 @@
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add_fingerprint(user)
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return
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/obj/item/melee/energy/get_heat()
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return active * 3500
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/obj/item/melee/energy/axe
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name = "energy axe"
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desc = "An energised battle axe."
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