/obj/item/weapon/extinguisher name = "fire extinguisher" desc = "A traditional red fire extinguisher." icon = 'icons/obj/items.dmi' icon_state = "fire_extinguisher0" item_state = "fire_extinguisher" hitsound = 'sound/weapons/smash.ogg' flags = CONDUCT throwforce = 10 w_class = 3.0 throw_speed = 2 throw_range = 7 force = 10 m_amt = 90 attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed") var/max_water = 50 var/last_use = 1.0 var/safety = 1 var/sprite_name = "fire_extinguisher" var/power = 5 //Maximum distance launched water will travel var/precision = 0 //By default, turfs picked from a spray are random, set to 1 to make it always have at least one water effect per row var/cooling_power = 2 //Sets the cooling_temperature of the water reagent datum inside of the extinguisher when it is refilled /obj/item/weapon/extinguisher/mini name = "pocket fire extinguisher" desc = "A light and compact fibreglass-framed model fire extinguisher." icon_state = "miniFE0" item_state = "miniFE" hitsound = null //it is much lighter, after all. flags = null //doesn't CONDUCT throwforce = 2 w_class = 2.0 force = 3.0 m_amt = 0 max_water = 30 sprite_name = "miniFE" /obj/item/weapon/extinguisher/examine() set src in usr usr << "\icon[src] [src.name] contains:" if(reagents && reagents.reagent_list.len) for(var/datum/reagent/R in reagents.reagent_list) usr << "\blue [R.volume] units of [R.name]" ..() return /obj/item/weapon/extinguisher/New() create_reagents(max_water) reagents.add_reagent("water", max_water) /obj/item/weapon/extinguisher/attack_self(mob/user as mob) safety = !safety src.icon_state = "[sprite_name][!safety]" src.desc = "The safety is [safety ? "on" : "off"]." user << "The safety is [safety ? "on" : "off"]." return /obj/item/weapon/extinguisher/proc/AttemptRefill(atom/target, mob/user) if(istype(target, /obj/structure/reagent_dispensers/watertank) && target.Adjacent(user)) var/safety_save = safety safety = 1 if(reagents.total_volume == reagents.maximum_volume) user << "\The [src] is already full!" safety = safety_save return 1 var/obj/structure/reagent_dispensers/watertank/W = target var/transferred = W.reagents.trans_to(src, max_water) if(transferred > 0) user << "\The [src] has been refilled by [transferred] units" playsound(src.loc, 'sound/effects/refill.ogg', 50, 1, -6) for(var/datum/reagent/water/R in reagents.reagent_list) R.cooling_temperature = cooling_power else user << "\The [W] is empty!" safety = safety_save return 1 else return 0 /obj/item/weapon/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 var/Refill = AttemptRefill(target, user) if(Refill) return if (!safety) if (src.reagents.total_volume < 1) usr << "\The [src] is empty." return if (world.time < src.last_use + 20) return src.last_use = world.time playsound(src.loc, 'sound/effects/extinguish.ogg', 75, 1, -3) var/direction = get_dir(src,target) if(usr.buckled && isobj(usr.buckled) && !usr.buckled.anchored ) spawn(0) var/obj/structure/stool/bed/chair/C = null if(istype(usr.buckled, /obj/structure/stool/bed/chair)) C = usr.buckled var/obj/B = usr.buckled var/movementdirection = turn(direction,180) if(C) C.propelled = 4 B.Move(get_step(usr,movementdirection), movementdirection) sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) if(C) C.propelled = 3 sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) sleep(1) B.Move(get_step(usr,movementdirection), movementdirection) if(C) C.propelled = 2 sleep(2) B.Move(get_step(usr,movementdirection), movementdirection) if(C) C.propelled = 1 sleep(2) B.Move(get_step(usr,movementdirection), movementdirection) if(C) C.propelled = 0 sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) sleep(3) B.Move(get_step(usr,movementdirection), movementdirection) 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=0, a<5, a++) spawn(0) var/obj/effect/effect/water/W = new /obj/effect/effect/water( get_turf(src) ) var/turf/my_target = pick(the_targets) if(precision) the_targets -= my_target var/datum/reagents/R = new/datum/reagents(5) if(!W) return W.reagents = R R.my_atom = W if(!W || !src) return src.reagents.trans_to(W,1) for(var/b=0, b<5, b++) step_towards(W,my_target) if(!W || !W.reagents) return W.reagents.reaction(get_turf(W)) 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) if(!has_gravity(user)) user.inertia_dir = get_dir(target, user) step(user, user.inertia_dir) else return ..()