/obj/item/extinguisher name = "fire extinguisher" desc = "A traditional red fire extinguisher." icon = 'icons/obj/items.dmi' icon_state = "fire_extinguisher0" item_state = "fire_extinguisher" base_icon_state = "fire_extinguisher" hitsound = 'sound/weapons/smash.ogg' flags = CONDUCT throwforce = 10 w_class = WEIGHT_CLASS_NORMAL throw_speed = 2 throw_range = 7 force = 10 container_type = AMOUNT_VISIBLE materials = list(MAT_METAL = 200) attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") dog_fashion = /datum/dog_fashion/back resistance_flags = FIRE_PROOF var/max_water = 50 var/safety = TRUE var/refilling = FALSE /// FALSE by default, turfs picked from a spray are random, set to TRUE to make it always have at least one water effect per row var/precision = FALSE var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled COOLDOWN_DECLARE(last_use) /obj/item/extinguisher/mini name = "pocket fire extinguisher" desc = "A light and compact fibreglass-framed model fire extinguisher." icon_state = "miniFE0" item_state = "miniFE" base_icon_state = "miniFE" hitsound = null //it is much lighter, after all. flags = null //doesn't CONDUCT throwforce = 2 w_class = WEIGHT_CLASS_SMALL force = 3 materials = list() max_water = 30 dog_fashion = null /obj/item/extinguisher/examine(mob/user) . = ..() . += "The safety is [safety ? "on" : "off"]." /obj/item/extinguisher/Initialize(mapload) . = ..() if(!reagents) create_reagents(max_water) reagents.add_reagent("water", max_water) ADD_TRAIT(src, TRAIT_CAN_POINT_WITH, ROUNDSTART_TRAIT) /obj/item/extinguisher/attack_self(mob/user as mob) safety = !safety icon_state = "[base_icon_state][!safety]" to_chat(user, "You [safety ? "enable" : "disable"] [src]'s safety.") /obj/item/extinguisher/attack_obj(obj/O, mob/living/user, params) if(AttemptRefill(O, user)) refilling = TRUE return FALSE else return ..() /obj/item/extinguisher/proc/AttemptRefill(atom/target, mob/user) if(!istype(target, /obj/structure/reagent_dispensers/watertank) || !target.Adjacent(user)) return FALSE var/old_safety = safety safety = TRUE if(reagents.total_volume == reagents.maximum_volume) to_chat(user, "\The [src] is already full!") safety = old_safety return TRUE var/obj/structure/reagent_dispensers/watertank/W = target var/transferred = W.reagents.trans_to(src, max_water) if(transferred > 0) to_chat(user, "\The [src] has been refilled by [transferred] units.") playsound(loc, 'sound/effects/refill.ogg', 50, TRUE, -6) for(var/datum/reagent/water/R in reagents.reagent_list) R.cooling_temperature = cooling_power else to_chat(user, "\The [W] is empty!") safety = old_safety return TRUE /obj/item/extinguisher/afterattack(atom/target, mob/user, flag) . = ..() //TODO; Add support for reagents in water. if(target.loc == user)//No more spraying yourself when putting your extinguisher away return if(refilling) refilling = FALSE return if(safety) return ..() if(reagents.total_volume < 1) to_chat(user, "[src] is empty.") return if(!COOLDOWN_FINISHED(src, last_use)) return COOLDOWN_START(src, last_use, 2 SECONDS) if(reagents.chem_temp > 300 || reagents.chem_temp < 280) add_attack_logs(user, target, "Sprayed with superheated or cooled fire extinguisher at Temperature [reagents.chem_temp]K") playsound(loc, 'sound/effects/extinguish.ogg', 75, TRUE, -3) var/direction = get_dir(src, target) if(isobj(user.buckled) && !user.buckled.anchored && !istype(user.buckled, /obj/vehicle)) INVOKE_ASYNC(src, PROC_REF(buckled_speed_move), user.buckled, direction) else user.newtonian_move(turn(direction, 180)) var/turf/T = get_turf(target) 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) if(precision) var/turf/T3 = get_step(T1, turn(direction, 90)) var/turf/T4 = get_step(T2, turn(direction, -90)) the_targets = list(T, T1, T2, T3, T4) for(var/a in 1 to 5) var/obj/effect/particle_effect/water/water = new /obj/effect/particle_effect/water(get_turf(src)) water.create_reagents(5) reagents.trans_to(water, 1) var/turf/new_target = pick(the_targets) if(precision) the_targets -= new_target INVOKE_ASYNC(water, TYPE_PROC_REF(/obj/effect/particle_effect/water, extinguish_move), new_target) /obj/item/extinguisher/cyborg_recharge(coeff, emagged) reagents.check_and_add("water", max_water, 5 * coeff) /obj/item/extinguisher/proc/buckled_speed_move(obj/structure/chair/buckled_to, direction) // Buckled_to may not be a chair here, but we're assuming so because it makes it easier to typecheck var/movementdirection = turn(direction, 180) if(istype(buckled_to)) buckled_to.propelled = 4 step(buckled_to, movementdirection) sleep(1) step(buckled_to, movementdirection) if(istype(buckled_to)) buckled_to.propelled = 3 sleep(1) step(buckled_to, movementdirection) sleep(1) step(buckled_to, movementdirection) if(istype(buckled_to)) buckled_to.propelled = 2 sleep(2) step(buckled_to, movementdirection) if(istype(buckled_to)) buckled_to.propelled = 1 sleep(2) step(buckled_to, movementdirection) if(istype(buckled_to)) buckled_to.propelled = 0 sleep(3) step(buckled_to, movementdirection) sleep(3) step(buckled_to, movementdirection) sleep(3) step(buckled_to, movementdirection)