Reintegrate mob fire

I took out the entire on_fire system to work on LINDA. This commit readds
it.
This commit is contained in:
Tigercat2000
2015-04-28 13:57:58 -07:00
parent 9b7b4ae656
commit 62657448d4
36 changed files with 407 additions and 106 deletions
+4
View File
@@ -96,6 +96,10 @@
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return 1
else if(issilicon(M))
@@ -163,6 +163,9 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/clothing/mask/cigarette/process()
var/turf/location = get_turf(src)
var/mob/living/M = loc
if(isliving(loc))
M.IgniteMob()
smoketime--
if(smoketime < 1)
die()
@@ -449,7 +452,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
/obj/item/weapon/lighter/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
if(!isliving(M))
return
// M.IgniteMob() //linda shit do later
M.IgniteMob()
if(!istype(M, /mob))
return
@@ -157,6 +157,9 @@
for(var/atom/atm in get_turf(W))
if(!W) return
W.reagents.reaction(atm)
if(isliving(atm)) //For extinguishing mobs on fire
var/mob/living/M = atm
M.ExtinguishMob()
if(W.loc == my_target) break
sleep(2)
@@ -373,6 +373,8 @@
V.welded = 1
V.update_icon()
V.visible_message("<span class='danger'>[V] was frozen shut!</span>")
for(var/mob/living/L in T)
L.ExtinguishMob()
return
/datum/effect/effect/system/freezing_smoke_spread
+3 -1
View File
@@ -267,7 +267,9 @@
var/turf/location = get_turf(user)
if (istype(location, /turf))
location.hotspot_expose(700, 50, 1)
if(isliving(O))
var/mob/living/L = O
L.IgniteMob()
return
+69 -65
View File
@@ -205,76 +205,80 @@
/obj/machinery/shower/proc/wash(atom/movable/O as obj|mob)
if(!on) return
if(iscarbon(O))
var/mob/living/carbon/M = O
M << "<span class='warning'>You've been drenched in water!</span>"
if(M.r_hand)
M.r_hand.clean_blood()
if(M.l_hand)
M.l_hand.clean_blood()
if(M.back)
if(M.back.clean_blood())
M.update_inv_back(0)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/washgloves = 1
var/washshoes = 1
var/washmask = 1
var/washears = 1
var/washglasses = 1
if(isliving(O))
var/mob/living/L = O
L.ExtinguishMob()
L.fire_stacks = -20 //Douse ourselves with water to avoid fire more easily
L << "<span class='warning'>You've been drenched in water!</span>"
if(iscarbon(O))
var/mob/living/carbon/M = O
if(M.r_hand)
M.r_hand.clean_blood()
if(M.l_hand)
M.l_hand.clean_blood()
if(M.back)
if(M.back.clean_blood())
M.update_inv_back(0)
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/washgloves = 1
var/washshoes = 1
var/washmask = 1
var/washears = 1
var/washglasses = 1
if(H.wear_suit)
washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
if(H.wear_suit)
washgloves = !(H.wear_suit.flags_inv & HIDEGLOVES)
washshoes = !(H.wear_suit.flags_inv & HIDESHOES)
if(H.head)
washmask = !(H.head.flags_inv & HIDEMASK)
washglasses = !(H.head.flags_inv & HIDEEYES)
washears = !(H.head.flags_inv & HIDEEARS)
if(H.head)
washmask = !(H.head.flags_inv & HIDEMASK)
washglasses = !(H.head.flags_inv & HIDEEYES)
washears = !(H.head.flags_inv & HIDEEARS)
if(H.wear_mask)
if (washears)
washears = !(H.wear_mask.flags_inv & HIDEEARS)
if (washglasses)
washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
if(H.wear_mask)
if (washears)
washears = !(H.wear_mask.flags_inv & HIDEEARS)
if (washglasses)
washglasses = !(H.wear_mask.flags_inv & HIDEEYES)
if(H.head)
if(H.head.clean_blood())
H.update_inv_head(0,0)
if(H.wear_suit)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0,0)
else if(H.w_uniform)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0,0)
if(H.gloves && washgloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0,0)
if(H.shoes && washshoes)
if(H.shoes.clean_blood())
H.update_inv_shoes(0,0)
if(H.wear_mask && washmask)
if(H.wear_mask.clean_blood())
H.update_inv_wear_mask(0)
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_ears(0)
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_ears(0)
if(H.belt)
if(H.belt.clean_blood())
H.update_inv_belt(0)
else
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
if(H.head)
if(H.head.clean_blood())
H.update_inv_head(0,0)
if(H.wear_suit)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0,0)
else if(H.w_uniform)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0,0)
if(H.gloves && washgloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0,0)
if(H.shoes && washshoes)
if(H.shoes.clean_blood())
H.update_inv_shoes(0,0)
if(H.wear_mask && washmask)
if(H.wear_mask.clean_blood())
H.update_inv_wear_mask(0)
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_ears(0)
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_ears(0)
if(H.belt)
if(H.belt.clean_blood())
H.update_inv_belt(0)
else
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
else
O.clean_blood()
O.clean_blood()
if(isturf(loc))
var/turf/tile = loc