Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.

Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage

Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status,  radio_report,  toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed: 
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs

Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.

Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-08-09 06:21:57 +00:00
parent b373917cba
commit 6980602e24
24 changed files with 715 additions and 1996 deletions
+184 -317
View File
@@ -1,45 +1,19 @@
/*
CONTAINS:
GETLINEEEEEEEEEEEEEEEEEEEEE
(well not really but it should)
*/
/obj/item/assembly/weld_rod
desc = "A welding torch with metal rods attached to the flame tip."
name = "Welder/Rods Assembly"
icon_state = "welder-rods"
item_state = "welder"
var/obj/item/weapon/weldingtool/part1 = null
var/obj/item/stack/rods/part2 = null
var/status = null
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/assembly/w_r_ignite
desc = "A welding torch and igniter connected by metal rods."
name = "Welder/Rods/Igniter Assembly"
icon_state = "welder-rods-igniter"
item_state = "welder"
var/obj/item/weapon/weldingtool/part1 = null
var/obj/item/stack/rods/part2 = null
var/obj/item/device/igniter/part3 = null
var/status = null
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 5.0
throw_speed = 1
throw_range = 5
w_class = 2.0
/obj/item/weapon/flamethrower/full/New(var/loc)
..()
weldtool = new/obj/item/weapon/weldingtool(src)
weldtool.status = 0
igniter = new/obj/item/device/igniter(src)
igniter.secured = 0
src.status = 1
update_icon()
return
//TODO:Change this over to a slightly better build system
/obj/item/weapon/flamethrower
name = "flamethrower"
icon_state = "flamethrower"
icon = 'flamethrower.dmi'
icon_state = "flamethrowerbase"
item_state = "flamethrower_0"
desc = "You are a firestarter!"
flags = FPRINT | TABLEPASS| CONDUCT
@@ -48,300 +22,195 @@ GETLINEEEEEEEEEEEEEEEEEEEEE
throw_speed = 1
throw_range = 5
w_class = 3.0
var/processing = 0
var/operating = 0
var/throw_amount = 100
var/lit = 0 //on or off
var/turf/previousturf = null
var/obj/item/weapon/weldingtool/part1 = null
var/obj/item/stack/rods/part2 = null
var/obj/item/device/igniter/part3 = null
var/obj/item/weapon/tank/plasma/part4 = null
m_amt = 500
origin_tech = "combat=1;plasmatech=1"
var
status = 0
throw_amount = 100
lit = 0 //on or off
operating = 0//cooldown
turf/previousturf = null
obj/item/weapon/weldingtool/weldtool = null
obj/item/device/igniter/igniter = null
obj/item/weapon/tank/plasma/ptank = null
// PantsNote: Dumping this shit in here until I'm sure it works.
/obj/item/assembly/weld_rod/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
..()
return
/obj/item/assembly/w_r_ignite/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
..()
return
/obj/item/weapon/flamethrower/Del()
//src.part1 = null
del(src.part1)
//src.part2 = null
del(src.part2)
//src.part3 = null
del(src.part3)
//src.part4 = null
del(src.part4)
..()
return
/obj/item/assembly/weld_rod/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if (istype(W, /obj/item/weapon/wrench) )
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part1.master = null
src.part2.master = null
src.part1 = null
src.part2 = null
del(src)
if (istype(W, /obj/item/device/igniter))
var/obj/item/device/igniter/I = W
if (!( I.secured ))
return
var/obj/item/assembly/weld_rod/S = src
var/obj/item/assembly/w_r_ignite/R = new /obj/item/assembly/w_r_ignite( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
I.master = R
I.layer = initial(I.layer)
user.u_equip(I)
if (user.client)
user.client.screen -= I
I.loc = R
src.loc = R
R.part3 = I
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
//S = null
del(S)
src.add_fingerprint(user)
return
/obj/item/assembly/w_r_ignite/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if ((istype(W, /obj/item/weapon/wrench) && !( src.status )))
var/turf/T = src.loc
if (ismob(T))
T = T.loc
src.part1.loc = T
src.part2.loc = T
src.part3.loc = T
src.part1.master = null
src.part2.master = null
src.part3.holder = null
src.part1 = null
src.part2 = null
src.part3 = null
del(src)
return
if (istype(W, /obj/item/weapon/screwdriver))
src.status = !( src.status )
if (src.status)
user.show_message("\blue The igniter is now secured!", 1)
src.icon_state = "flamethrower"
else
user.show_message("\blue The igniter is now unsecured!", 1)
src.icon_state = "flamethrower"
src.add_fingerprint(user)
Del()
if(src.weldtool)
del(src.weldtool)
if(src.igniter)
del(src.igniter)
if(src.ptank)
del(src.ptank)
..()
return
/obj/item/weapon/flamethrower/process()
if(!lit)
processing_items.Remove(src)
return null
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
..()
if(user.stat || user.restrained() || user.lying)
process()
if(!lit)
processing_items.Remove(src)
return null
var/turf/location = src.loc
if(istype(location, /mob/))
var/mob/M = location
if(M.l_hand == src || M.r_hand == src)
location = M.loc
if(isturf(location)) //start a fire if possible
location.hotspot_expose(700, 2)
return
if (istype(W,/obj/item/weapon/tank/plasma))
if(src.part4)
user << "\red There appears to already be a plasma tank loaded in the flamethrower!"
return
src.part4 = W
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
lit = 0
force = 3
damtype = "brute"
icon_state = "flamethrower0"
item_state = "flamethrower_0"
else if (istype(W, /obj/item/device/analyzer) && get_dist(user, src) <= 1 && src.part4)
var/obj/item/weapon/icon = src
for (var/mob/O in viewers(user, null))
O << "\red [user] has used the analyzer on \icon[icon]"
var/pressure = src.part4.air_contents.return_pressure()
var/total_moles = src.part4.air_contents.total_moles()
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = src.part4.air_contents.oxygen/total_moles
var/n2_concentration = src.part4.air_contents.nitrogen/total_moles
var/co2_concentration = src.part4.air_contents.carbon_dioxide/total_moles
var/plasma_concentration = src.part4.air_contents.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(src.part4.air_contents.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
// PantsNote: Flamethrower disassmbly.
else if (istype(W, /obj/item/weapon/screwdriver))
var/obj/item/weapon/flamethrower/S = src
if (( S.part4 ))
return
var/obj/item/assembly/w_r_ignite/R = new /obj/item/assembly/w_r_ignite( user )
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
R.part3 = S.part3
S.part3.loc = R
S.part3.holder = R
S.layer = initial(S.layer)
if (user.client)
user.client.screen -= S
if (user.r_hand == S)
user.u_equip(S)
user.r_hand = R
else
user.u_equip(S)
user.l_hand = R
src.master = R
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = R
R.layer = 20
R.loc = user
S.part1 = null
S.part2 = null
S.part3 = null
//S = null
del(S)
user << "\blue The igniter is now unsecured!"
else return ..()
return
/obj/item/weapon/flamethrower/Topic(href,href_list[])
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=flamethrower")
return
if(usr.stat || usr.restrained() || usr.lying)
return
usr.machine = src
if (href_list["light"])
if(!src.part4) return
if(src.part4.air_contents.toxins < 1) return
lit = !(lit)
update_icon()
src.overlays = null
if(igniter)
src.overlays += "+igniter[src.status]"
if(ptank)
src.overlays += "+ptank"
if(lit)
icon_state = "flamethrower1"
src.overlays += "+lit"
item_state = "flamethrower_1"
force = 17
damtype = "fire"
processing_items.Add(src)
else
icon_state = "flamethrower0"
item_state = "flamethrower_0"
return
attackby(obj/item/W as obj, mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
if(iswrench(W) && (!src.status))//Taking this apart
var/turf/T = src.loc
if (ismob(T))
T = T.loc
if(weldtool)
src.weldtool.loc = T
src.weldtool = null
if(igniter)
src.igniter.loc = T
src.igniter = null
if(ptank)
src.ptank.loc = T
src.ptank = null
new/obj/item/stack/rods(T,1)
spawn(0)
del(src)
return
if((isscrewdriver(W))&&(igniter)&&(!lit))
src.status = (!src.status)
if (src.status)
user.show_message("\blue The igniter is now secured!", 1)
else
user.show_message("\blue The igniter is now unsecured!", 1)
update_icon()
return
if(istype(W, /obj/item/device/igniter))
var/obj/item/device/igniter/I = W
if(I.secured) return 0
user.remove_from_mob(I)
I.loc = src
igniter = I
update_icon()
return
if(istype(W,/obj/item/weapon/tank/plasma))
if(src.ptank)
user << "\red There appears to already be a plasma tank loaded in the flamethrower!"
return
src.ptank = W
W.loc = src
if (user.client)
user.client.screen -= W
user.u_equip(W)
lit = 0
force = 3
damtype = "brute"
if (href_list["amount"])
src.throw_amount = src.throw_amount + text2num(href_list["amount"])
src.throw_amount = max(50,min(5000,src.throw_amount))
if (href_list["remove"])
if(!src.part4) return
var/obj/item/weapon/tank/plasma/A = src.part4
A.loc = get_turf(src)
A.layer = initial(A.layer)
src.part4 = null
lit = 0
force = 3
damtype = "brute"
icon_state = "flamethrower"
item_state = "flamethrower_0"
usr.machine = null
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
return
update_icon()
return
if((istype(W, /obj/item/device/analyzer)) && (get_dist(user, src) <= 1) && (src.ptank))
var/obj/item/weapon/icon = src
for (var/mob/O in viewers(user, null))
O << "\red [user] has used the analyzer on \icon[icon]"
var/pressure = src.ptank.air_contents.return_pressure()
var/total_moles = src.ptank.air_contents.total_moles()
/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying)
user << "\blue Results of analysis of \icon[icon]"
if (total_moles>0)
var/o2_concentration = src.ptank.air_contents.oxygen/total_moles
var/n2_concentration = src.ptank.air_contents.nitrogen/total_moles
var/co2_concentration = src.ptank.air_contents.carbon_dioxide/total_moles
var/plasma_concentration = src.ptank.air_contents.toxins/total_moles
var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
user << "\blue Pressure: [round(pressure,0.1)] kPa"
user << "\blue Nitrogen: [round(n2_concentration*100)]%"
user << "\blue Oxygen: [round(o2_concentration*100)]%"
user << "\blue CO2: [round(co2_concentration*100)]%"
user << "\blue Plasma: [round(plasma_concentration*100)]%"
if(unknown_concentration>0.01)
user << "\red Unknown: [round(unknown_concentration*100)]%"
user << "\blue Temperature: [round(src.ptank.air_contents.temperature-T0C)]&deg;C"
else
user << "\blue Tank is empty!"
return
..()
return
user.machine = src
if (!src.part4)
user << "\red Attach a plasma tank first!"
attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying) return
user.machine = src
if (!src.ptank)
user << "\red Attach a plasma tank first!"
return
var/dat = text("<TT><B>Flamethrower (<A HREF='?src=\ref[src];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [src.ptank.air_contents.return_pressure()]<BR>\nAmount to throw: <A HREF='?src=\ref[src];amount=-100'>-</A> <A HREF='?src=\ref[src];amount=-10'>-</A> <A HREF='?src=\ref[src];amount=-1'>-</A> [src.throw_amount] <A HREF='?src=\ref[src];amount=1'>+</A> <A HREF='?src=\ref[src];amount=10'>+</A> <A HREF='?src=\ref[src];amount=100'>+</A><BR>\n<A HREF='?src=\ref[src];remove=1'>Remove plasmatank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
var/dat = text("<TT><B>Flamethrower (<A HREF='?src=\ref[src];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [src.part4.air_contents.return_pressure()]<BR>\nAmount to throw: <A HREF='?src=\ref[src];amount=-100'>-</A> <A HREF='?src=\ref[src];amount=-10'>-</A> <A HREF='?src=\ref[src];amount=-1'>-</A> [src.throw_amount] <A HREF='?src=\ref[src];amount=1'>+</A> <A HREF='?src=\ref[src];amount=10'>+</A> <A HREF='?src=\ref[src];amount=100'>+</A><BR>\n<A HREF='?src=\ref[src];remove=1'>Remove plasmatank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
user << browse(dat, "window=flamethrower;size=600x300")
onclose(user, "flamethrower")
return
// gets this from turf.dm turf/dblclick
Topic(href,href_list[])
if (href_list["close"])
usr.machine = null
usr << browse(null, "window=flamethrower")
return
if(usr.stat || usr.restrained() || usr.lying) return
usr.machine = src
if (href_list["light"])
if(!src.ptank) return
if(src.ptank.air_contents.toxins < 1) return
if(!src.status) return
lit = !(lit)
if(lit)
force = 17
damtype = "fire"
processing_items.Add(src)
else
force = 3
damtype = "brute"
if (href_list["amount"])
src.throw_amount = src.throw_amount + text2num(href_list["amount"])
src.throw_amount = max(50,min(5000,src.throw_amount))
if (href_list["remove"])
if(!src.ptank) return
var/obj/item/weapon/tank/plasma/A = src.ptank
A.loc = get_turf(src)
A.layer = initial(A.layer)
src.ptank = null
lit = 0
force = 3
damtype = "brute"
usr.machine = null
usr << browse(null, "window=flamethrower")
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
src.attack_self(M)
update_icon()
return
//Called from turf.dm turf/dblclick
/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
if(!lit || operating) return
operating = 1
@@ -353,9 +222,7 @@ GETLINEEEEEEEEEEEEEEEEEEEEE
continue //so we don't burn the tile we be standin on
if(previousturf && LinkBlocked(previousturf, T))
break
ignite_turf(T)
sleep(1)
previousturf = null
operating = 0
@@ -364,15 +231,15 @@ GETLINEEEEEEEEEEEEEEEEEEEEE
src.attack_self(M)
return
/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
//Transfer 5% of current tank air contents to turf
var/datum/gas_mixture/air_transfer = part4.air_contents.remove_ratio(0.05)
var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.05)
air_transfer.toxins = air_transfer.toxins * 5 // This is me not comprehending the air system. I realize this is retarded and I could probably make it work without fucking it up like this, but there you have it. -- TLE
target.assume_air(air_transfer)
//Burn it based on transfered gas
//target.hotspot_expose(part4.air_contents.temperature*2,300)
target.hotspot_expose((part4.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
//location.hotspot_expose(1000,500,1)
target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
//location.hotspot_expose(1000,500,1)
return
+9 -5
View File
@@ -184,10 +184,12 @@
nodamage = 1
New()
..()
effects["radiation"] = 100
effects["radiation"] = 20
effectprob["radiation"] = 95
effects["drowsyness"] = 5
effectprob["drowsyness"] = 10
effectmod["radiation"] = ADD
effectmod["drowsyness"] = ADD
effectmod["drowsyness"] = SET
largebolt
name = "largebolt"
@@ -197,10 +199,12 @@
mobdamage = list(BRUTE = 10, BURN = 0, TOX = 10, OXY = 0, CLONE = 0)
New()
..()
effects["radiation"] = 200
effects["drowsyness"] = 15
effects["radiation"] = 40
effectprob["radiation"] = 95
effects["drowsyness"] = 10
effectprob["drowsyness"] = 25
effectmod["radiation"] = ADD
effectmod["drowsyness"] = ADD
effectmod["drowsyness"] = SET
freeze
name = "freeze beam"
+16 -16
View File
@@ -52,7 +52,7 @@ WELDINGTOOOL
origin_tech = "engineering=1"
var
welding = 0
status = 0
status = 1
max_fuel = 20
@@ -72,41 +72,41 @@ WELDINGTOOOL
attackby(obj/item/W as obj, mob/user as mob)
if (istype(W,/obj/item/weapon/screwdriver))
if(istype(W,/obj/item/weapon/screwdriver))
if(welding)
user << "\red Stop welding first!"
return
status = !status
if (status)
if(status)
user << "\blue You resecure the welder."
else
user << "\blue The welder can now be attached and modified."
src.add_fingerprint(user)
else if (status == 1 && istype(W,/obj/item/stack/rods))
return
if((!status) && (istype(W,/obj/item/stack/rods)))
var/obj/item/stack/rods/R = W
R.use(1)
var/obj/item/assembly/weld_rod/F = new /obj/item/assembly/weld_rod( user )
var/obj/item/weapon/flamethrower/F = new/obj/item/weapon/flamethrower(user.loc)
src.loc = F
F.part1 = src
F.weldtool = src
if (user.client)
user.client.screen -= src
if (user.r_hand == src)
user.u_equip(src)
user.r_hand = F
else
user.u_equip(src)
user.l_hand = F
R.master = F
src.master = F
src.layer = initial(src.layer)
user.u_equip(src)
if (user.client)
user.client.screen -= src
src.loc = F
F.part2 = W
F.layer = 20
R.layer = 20
F.loc = user
src.add_fingerprint(user)
else
..()
return
..()
return
process()
@@ -196,7 +196,7 @@ WELDINGTOOOL
//toggles the welder off and on
toggle(var/message = 0)
if(status > 1) return
if(!status) return
src.welding = !( src.welding )
if (src.welding)
if (remove_fuel(1))
+2
View File
@@ -78,9 +78,11 @@
if(isscrewdriver(W))
if(src.secured)
Unsecure()
b_stat = 1
user.show_message("\blue The [src.name] can now be attached!")
else
Secure()
b_stat = 0
user.show_message("\blue The [src.name] is ready!")
return
else
+101 -27
View File
@@ -1,3 +1,98 @@
/obj/item/weapon/tank
name = "tank"
icon = 'tank.dmi'
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
flags = FPRINT | TABLEPASS | CONDUCT | ONBACK
pressure_resistance = ONE_ATMOSPHERE*5
force = 5.0
throwforce = 10.0
throw_speed = 1
throw_range = 4
var/volume = 70
/obj/item/weapon/tank/anesthetic
name = "Gas Tank (Sleeping Agent)"
desc = "Seriously, who uses this anymore?"
icon_state = "anesthetic"
item_state = "an_tank"
/obj/item/weapon/tank/jetpack
name = "Jetpack (Oxygen)"
desc = "A pack of jets it appears."
icon_state = "jetpack0"
var/on = 0.0
w_class = 4.0
item_state = "jetpack"
var/datum/effects/system/ion_trail_follow/ion_trail
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
//volume = 140 //jetpack sould be larger, but then it will never deplete -rastaf0
/obj/item/weapon/tank/jetpack/void_jetpack
name = "Void Jetpack (oxygen)"
desc = "It works well in a void."
icon_state = "voidjetpack0"
item_state = "jetpack"
/obj/item/weapon/tank/jetpack/black_jetpack
name = "Black Jetpack (oxygen)"
desc = "A black model of jetpacks."
icon_state = "black_jetpack0"
item_state = "black_jetpack"
/obj/item/weapon/tank/oxygen
name = "Gas Tank (Oxygen)"
desc = "A tank of oxygen"
icon_state = "oxygen"
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
/obj/item/weapon/tank/oxygen/yellow
name = "Gas Tank (Oxygen)"
desc = "A tank of oxygen meant for firefighters."
icon_state = "oxygen_f"
/obj/item/weapon/tank/oxygen/red
name = "Gas Tank (Oxygen)"
desc = "A tank of oxygen meant for firefighters."
icon_state = "oxygen_fr"
/obj/item/weapon/tank/air
name = "Gas Tank (Air Mix)"
desc = "Mixed anyone?"
icon_state = "oxygen"
/obj/item/weapon/tank/plasma
name = "Gas Tank (BIOHAZARD)"
desc = "Contains dangerous plasma. Do not inhale."
icon_state = "plasma"
/obj/item/weapon/tank/emergency_oxygen
name = "Emergency Oxygen Tank"
desc = "Used for emergencies. Contains very little oxygen, so try to conserve it until you actualy need it."
icon_state = "emergency"
flags = FPRINT | TABLEPASS | ONBELT | CONDUCT
w_class = 2.0
force = 4.0
distribute_pressure = ONE_ATMOSPHERE*O2STANDARD
volume = 3 //Tiny. Real life equivalents only have 21 breaths of oxygen in them. They're EMERGENCY tanks anyway -errorage (dangercon 2011)
/obj/item/weapon/tank/emergency_oxygen/engi
icon_state = "emergency_engi"
name = "Engineering Emergency Oxygen Tank"
volume = 6 //Engineers are always superior. -errorage (dangercon 2011)
/obj/item/weapon/tank/emergency_oxygen/double
icon_state = "emergency_double"
name = "Double Emergency Oxygen Tank"
volume = 10 //These have the same emoung of gas in them as air tanks, but can be worn on your belt -errorage (dangercon 2011)
/obj/item/weapon/tank/blob_act()
if(prob(50))
var/turf/location = src.loc
@@ -389,32 +484,11 @@
..()
// PantsNote: More flamethrower assembly code. WOO!
if (istype(W, /obj/item/assembly/w_r_ignite))
var/obj/item/assembly/w_r_ignite/S = W
if (!( S.status ))
return
var/obj/item/weapon/flamethrower/R = new
R.part1 = S.part1
S.part1.loc = R
S.part1.master = R
R.part2 = S.part2
S.part2.loc = R
S.part2.master = R
R.part3 = S.part3
S.part3.loc = R
S.part3.master = R
src.master = R
R.part4 = src
user.put_in_hand(R)
if (istype(W, /obj/item/weapon/flamethrower))
var/obj/item/weapon/flamethrower/F = W
if ((!F.status)||(F.ptank)) return
src.master = F
F.ptank = src
user.before_take_item(src)
src.loc = R
S.part1 = null
S.part2 = null
S.part3 = null
del(S)
src.loc = F
return