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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-12 07:33:34 +01:00
fuel is now a bit less derpy. Napalm produces volatile fuel, and less of it. Fire consumes more welding fuel.
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@@ -26,10 +26,11 @@ obj/effect/decal/cleanable/liquid_fuel
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if(!istype(S)) return
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for(var/d in cardinal)
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if(rand(25))
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var/turf/simulated/O = get_step(src,d)
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if(O.CanPass(target = get_turf(src), air_group = 1))
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if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in O)
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new/obj/effect/decal/cleanable/liquid_fuel(O,amount*0.25)
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var/turf/simulated/target = get_step(src,d)
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var/turf/simulated/origin = get_turf(src)
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if(origin.CanPass(null, target, 0, 0) && target.CanPass(null, origin, 0, 0))
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if(!locate(/obj/effect/decal/cleanable/liquid_fuel) in target)
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new/obj/effect/decal/cleanable/liquid_fuel(target, amount*0.25)
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amount *= 0.75
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flamethrower_fuel
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@@ -38,18 +39,19 @@ obj/effect/decal/cleanable/liquid_fuel
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New(newLoc, amt = 1, d = 0)
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dir = d //Setting this direction means you won't get torched by your own flamethrower.
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. = ..()
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Spread()
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//The spread for flamethrower fuel is much more precise, to create a wide fire pattern.
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if(amount < 0.1) return
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var/turf/simulated/S = loc
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if(!istype(S)) return
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for(var/d in list(turn(dir,90),turn(dir,-90)))
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for(var/d in list(turn(dir,90),turn(dir,-90), dir))
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var/turf/simulated/O = get_step(S,d)
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if(locate(/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel) in O)
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continue
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if(O.CanPass(target = get_turf(src), air_group = 1))
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if(O.CanPass(null, S, 0, 0) && S.CanPass(null, O, 0, 0))
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new/obj/effect/decal/cleanable/liquid_fuel/flamethrower_fuel(O,amount*0.25,d)
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O.hotspot_expose((T20C*2) + 380,500) //Light flamethrower fuel on fire immediately.
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amount *= 0.5
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amount *= 0.25
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