/obj/item/assembly/igniter
name = "igniter"
desc = "A small electronic device able to ignite combustible substances."
icon_state = "igniter"
materials = list(MAT_METAL=500, MAT_GLASS=50)
origin_tech = "magnets=1"
var/datum/effect_system/spark_spread/sparks
/obj/item/assembly/igniter/Initialize(mapload)
. = ..()
sparks = new /datum/effect_system/spark_spread
sparks.set_up(2, 0, src)
sparks.attach(src)
/obj/item/assembly/igniter/Destroy()
QDEL_NULL(sparks)
return ..()
/obj/item/assembly/igniter/examine(mob/user)
. = ..()
. += "The igniter is [secured ? "secured." : "unsecured."]"
/obj/item/assembly/igniter/activate()
if(!..())
return FALSE //Cooldown check
var/turf/location = get_turf(loc)
if(location)
location.hotspot_expose(1000, 1)
visible_message(
"Sparks shoot out of [src].",
"You hear a shower of sparks shooting out from something!"
)
sparks.start()
if(istype(loc, /obj/item/assembly_holder))
var/locloc = loc.loc
if(istype(locloc, /obj/structure/reagent_dispensers/fueltank))
var/obj/structure/reagent_dispensers/fueltank/tank = locloc
if(tank)
tank.boom(TRUE) // this qdel's `src`
if(istype(locloc, /obj/item/onetankbomb))
var/obj/item/onetankbomb/bomb = locloc
if(bomb?.bombtank)
bomb.bombtank.detonate()
else if(istype(locloc, /obj/item/reagent_containers/glass/beaker))
var/obj/item/reagent_containers/glass/beaker/beakerbomb = locloc
if(beakerbomb)
beakerbomb.heat_beaker()
else if(istype(locloc, /obj/item/grenade/chem_grenade))
var/obj/item/grenade/chem_grenade/CG = locloc
CG.prime()
return TRUE
/obj/item/assembly/igniter/attack__legacy__attackchain(mob/living/target, mob/living/user)
if(!cigarette_lighter_act(user, target))
return ..()
/obj/item/assembly/igniter/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
var/obj/item/clothing/mask/cigarette/cig = ..()
if(!cig)
return !isnull(cig)
if(target == user)
user.visible_message(
"[user] presses [src] against [cig] and activates it, lighting [cig] in a shower of sparks!",
"You press [src] against [cig] and activates it, lighting [cig] in a shower of sparks!",
"You hear a shower of sparks shooting out from something!"
)
else
user.visible_message(
"[user] presses [src] against [cig] and activates it, lighting [cig] for [target] in a shower of sparks!",
"You press [src] against [cig] and activate it, lighting [cig] in a shower of sparks!",
"You hear a shower of sparks shooting out from something!"
)
sparks.start() // Make sparks fly!
cig.light(user, target)
return TRUE
/obj/item/assembly/igniter/attack_self__legacy__attackchain(mob/user)
if(!istype(loc, /obj/item/assembly_holder))
activate()
add_fingerprint(user)
/obj/item/assembly/igniter/get_heat()
return 2000