Fixed issue 775.

Fixed issue 767.

The fix for issue 767 was to standardise spray bottle code (to some extent). If any issues come up with spray bottles, pepper spray, or chem sprayers, report them to me.
Cyborgs now recharge their pacid and lube, as the size of their bottles was quartered.

Changed the flash item_state to "flashbang", as it looks exactly like a flash.

There's some more grammar and text clean up too, mostly with crates and closets.

Finally, fixed some pipes in virology, and changed the librarian's den so the bookcases are at the top.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4394 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
petethegoat@gmail.com
2012-08-13 18:24:34 +00:00
parent 4b72ada290
commit f657677a99
22 changed files with 7220 additions and 7376 deletions
+22 -68
View File
@@ -10,82 +10,37 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
// Plant-B-Gone
/obj/item/weapon/plantbgone/New()
var/datum/reagents/R = new/datum/reagents(100) // 100 units of solution
reagents = R
R.my_atom = src
R.add_reagent("plantbgone", 100)
/obj/item/weapon/plantbgone/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage/backpack ))
return
else if (locate (/obj/structure/table, src.loc))
return
else if (src.reagents.total_volume < 1)
src.empty = 1
user << "\blue Add more Plant-B-Gone mixture!"
return
else
src.empty = 0
if (istype(A, /obj/machinery/hydroponics)) // We are targeting hydrotray
return
else if (istype(A, /obj/effect/blob)) // blob damage in blob code
return
else
var/obj/effect/decal/D = new/obj/effect/decal/(get_turf(src)) // Targeting elsewhere
D.name = "chemicals"
D.icon = 'icons/obj/chemical.dmi'
D.icon_state = "weedpuff"
D.create_reagents(5)
src.reagents.trans_to(D, 5) // 5 units of solution used at a time => 20 uses
playsound(src.loc, 'spray3.ogg', 50, 1, -6)
spawn(0)
for(var/i=0, i<3, i++) // Max range = 3 tiles
step_towards(D,A) // Moves towards target as normally (not thru walls)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
sleep(4)
del(D)
/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
if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Plant-B-Gone bottle.
message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a PlantBGone bottle.") // Polymorph
log_game("[key_name(user)] fired Polyacid/Space lube from a PlantBGone bottle.")
return
/obj/item/weapon/plantbgone/examine()
set src in usr
/obj/item/weapon/reagent_containers/spray/plantbgone/New()
..()
if(!(usr in view(2)) && usr!=src.loc) return
usr << "\blue The Plant-B-Gone bottle contains:"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
return
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
..()
// Sunflower
/obj/item/weapon/grown/sunflower/attack(mob/M as mob, mob/user as mob)
M << "<font color='green'><b> [user] smacks you with a sunflower!</font><font color='yellow'><b>FLOWER POWER<b></font>"
user << "<font color='green'> Your sunflower's </font><font color='yellow'><b>FLOWER POWER</b></font><font color='green'> strikes [M]</font>"
// Nettle
// Nettle
/obj/item/weapon/grown/nettle/pickup(mob/living/carbon/human/user as mob)
if(!user.gloves)
user << "\red The nettle burns your bare hand!"
@@ -110,7 +65,6 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
// Deathnettle
/obj/item/weapon/grown/deathnettle/pickup(mob/living/carbon/human/user as mob)
if(!user.gloves)
if(istype(user, /mob/living/carbon/human))
@@ -151,8 +105,8 @@ Craftables (Cob pipes, potato batteries, pumpkinheads)
potency = newValue
force = round((5+potency/2.5), 1)
//Crafting
//Crafting
/obj/item/weapon/corncob/attackby(obj/item/weapon/W as obj, mob/user as mob)
..()
if(istype(W, /obj/item/weapon/circular_saw) || istype(W, /obj/item/weapon/hatchet) || istype(W, /obj/item/weapon/kitchen/utensil/knife))
+90
View File
@@ -0,0 +1,90 @@
/obj/item/weapon/mop
desc = "The world of janitalia wouldn't be complete without a mop."
name = "mop"
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
var/mopping = 0
var/mopcount = 0
force = 3.0
throwforce = 10.0
throw_speed = 5
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
attack_verb = list("mopped", "bashed", "bludgeoned", "whacked")
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
src.reagents.reaction(A,1,10)
A.clean_blood()
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
if (src.reagents.total_volume < 1 || mopcount >= 5)
user << "\blue Your mop is dry!"
return
if (istype(A, /turf/simulated))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [A]</B>", 1)
sleep(40)
if(A)
clean(A)
user << "\blue You have finished mopping!"
mopcount++
else if (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [get_turf(A)]</B>", 1)
sleep(40)
if(A)
clean(get_turf(A))
user << "\blue You have finished mopping!"
mopcount++
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
src.reagents.clear_reagents()
mopcount = 0
return
/*
* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
*/
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
@@ -1,428 +0,0 @@
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
/obj/item/weapon/cleaner
desc = "Space Cleaner!"
icon = 'icons/obj/janitor.dmi'
name = "space cleaner"
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
/obj/item/weapon/cleaner/New()
var/datum/reagents/R = new/datum/reagents(250)
reagents = R
R.my_atom = src
R.add_reagent("cleaner", 250)
/obj/item/weapon/cleaner/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/cleaner/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.create_reagents(5)
src.reagents.trans_to(D, 5)
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.icon += finalcolor
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
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)
sleep(3)
del(D)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 10)
if(src.reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a Cleaner bottle.")
log_game("[key_name(user)] fired Polyacid from a Cleaner bottle.")
if(src.reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a Cleaner bottle.")
log_game("[key_name(user)] fired Space lube from a Cleaner bottle.")
return
/obj/item/weapon/cleaner/examine()
set src in usr
for(var/datum/reagent/R in reagents.reagent_list)
usr << text("\icon[] [] units of [] left!", src, round(R.volume), R.name)
//usr << text("\icon[] [] units of cleaner left!", src, src.reagents.total_volume)
..()
return
/obj/item/weapon/chemsprayer//Another copy paste with a tiny change it seems
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'icons/obj/gun.dmi'
name = "chem sprayer"
icon_state = "chemsprayer"
item_state = "chemsprayer"
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 3.0
throw_speed = 2
throw_range = 10
origin_tech = "combat=3;materials=3;engineering=3"
/obj/item/weapon/chemsprayer/New()
var/datum/reagents/R = new/datum/reagents(600)
reagents = R
R.my_atom = src
/obj/item/weapon/chemsprayer/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
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(5)
src.reagents.trans_to(D, 5)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
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)
sleep(1)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 10)
if((src.reagents.has_reagent("pacid")) || (src.reagents.has_reagent("lube"))) // Messages admins if someone sprays polyacid or space lube from a Chem Sprayer.
message_admins("[key_name_admin(user)] fired Polyacid/Space lube from a Chem Sprayer.") // Polymorph
log_game("[key_name(user)] fired Polyacid/Space lube from a Chem Sprayer.")
return
//A direct copy paste of the cleaner, fantastic.
/obj/item/weapon/pepperspray
desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'low'."
icon = 'icons/obj/weapons.dmi'
name = "pepperspray"
icon_state = "pepperspray"
item_state = "pepperspray"
flags = TABLEPASS|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
var/setting = 1
/obj/item/weapon/pepperspray/New()
var/datum/reagents/R = new/datum/reagents(45)
reagents = R
R.my_atom = src
R.add_reagent("condensedcapsaicin", 45)
/obj/item/weapon/pepperspray/attack(mob/living/carbon/human/M as mob, mob/user as mob)
return
/obj/item/weapon/pepperspray/attack_self( mob/user as mob)
src.setting += 1
switch ( src.setting )
if (2)
user << "You change the spray to 'medium'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'medium'."
if (3)
user << "You change the spray to 'high'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'high'."
if (4)
src.setting = 1
user << "You change the spray to 'low'."
src.desc = "Manufactured by UhangInc., used to blind and down an opponent quickly. It has three spray settings, and is currently set to 'low'."
return
/obj/item/weapon/pepperspray/afterattack(atom/A as mob|obj, mob/user as mob)
if ( A == src )
return
if ( src.setting < 1 || src.setting > 3 ) // Stop var editing from breaking some maths further down
src.setting = 1
if (istype(A, /obj/item/weapon/storage ))
return
if (istype(A, /obj/effect/proc_holder/spell ))
return
else if (istype(A, /obj/structure/reagent_dispensers/peppertank) && get_dist(src,A) <= 1)
A.reagents.trans_to(src, 45)
user << "\blue Pepper spray refilled"
playsound(src.loc, 'refill.ogg', 50, 1, -6)
return
else if (src.reagents.total_volume < 1)
user << "\blue [src] is empty!"
return
playsound(src.loc, 'spray2.ogg', 50, 1, -6)
var/Sprays[1] // BubbleWrap - single spray
for(var/i=1, i<=1, 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'
var/xfer_volume = round(45/(4-src.setting)) // Use more spray per spray on higher settings
D.create_reagents(xfer_volume)
src.reagents.trans_to(D, xfer_volume)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
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 = get_turf(A) //pick(the_targets)
//the_targets -= my_target
var/list/affected = new() // BubbleWrap
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))
if ( !(t in affected) ) // Only spray each person once, removes chat spam
D.reagents.reaction(t)
affected += t
sleep(2)
del(D)
sleep(1)
if(isrobot(user)) //Cyborgs can clean forever if they keep charged
var/mob/living/silicon/robot/janitor = user
janitor.cell.charge -= 20
var/refill = src.reagents.get_master_reagent_id()
spawn(600)
src.reagents.add_reagent(refill, 45)
return
/obj/item/weapon/pepperspray/examine()
set src in usr
usr << "\icon[src] [src.reagents.total_volume] units of spray left!"
..()
return
// MOP
/obj/item/weapon/mop
desc = "The world of janitalia wouldn't be complete without a mop."
name = "mop"
icon = 'icons/obj/janitor.dmi'
icon_state = "mop"
var/mopping = 0
var/mopcount = 0
force = 3.0
throwforce = 10.0
throw_speed = 5
throw_range = 10
w_class = 3.0
flags = FPRINT | TABLEPASS
attack_verb = list("mopped", "bashed", "bludgeoned", "whacked")
/obj/item/weapon/mop/New()
var/datum/reagents/R = new/datum/reagents(5)
reagents = R
R.my_atom = src
obj/item/weapon/mop/proc/clean(turf/simulated/A as turf)
src.reagents.reaction(A,1,10)
A.clean_blood()
for(var/obj/effect/O in A)
if( istype(O,/obj/effect/rune) || istype(O,/obj/effect/decal/cleanable) || istype(O,/obj/effect/overlay) )
del(O)
/obj/effect/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/mop))
return
..()
/obj/item/weapon/mop/afterattack(atom/A, mob/user as mob)
if (src.reagents.total_volume < 1 || mopcount >= 5)
user << "\blue Your mop is dry!"
return
if (istype(A, /turf/simulated))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [A]</B>", 1)
sleep(40)
if(A)
clean(A)
user << "\blue You have finished mopping!"
mopcount++
else if (istype(A, /obj/effect/decal/cleanable) || istype(A, /obj/effect/overlay) || istype(A, /obj/effect/rune))
for(var/mob/O in viewers(user, null))
O.show_message("\red <B>[user] begins to clean \the [get_turf(A)]</B>", 1)
sleep(40)
if(A)
clean(get_turf(A))
user << "\blue You have finished mopping!"
mopcount++
if(mopcount >= 5) //Okay this stuff is an ugly hack and i feel bad about it.
spawn(5)
src.reagents.clear_reagents()
mopcount = 0
return
/*
* Hope it's okay to stick this shit here: it basically just turns a hexadecimal color into rgb
*/
/proc/GetColors(hex)
hex = uppertext(hex)
var/hi1 = text2ascii(hex, 2)
var/lo1 = text2ascii(hex, 3)
var/hi2 = text2ascii(hex, 4)
var/lo2 = text2ascii(hex, 5)
var/hi3 = text2ascii(hex, 6)
var/lo3 = text2ascii(hex, 7)
return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48),
((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48),
((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48))
+239
View File
@@ -0,0 +1,239 @@
/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 = 5
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)) //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)
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.icon += finalcolor
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)
sleep(3)
del(D)
playsound(src.loc, '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/examine()
set src in usr
..()
// usr << "\icon[src] This is \the [src]!"
// usr << desc
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
//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)) //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)
var/rgbcolor[3]
var/finalcolor
for(var/datum/reagent/re in D.reagents.reagent_list)
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
D.icon += finalcolor
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, '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
//looking for plant-b-gone? it's in code/game/objects/items/weapons/hydroponics.dm