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Paradise/code/game/objects/items/weapons/flamethrower.dm
tronaldnwn@hotmail.com ef4af19765 God... I went though a lot of cloths.
In Gimmick, 
Santa suit now is pretty quick (but it can't spawn in game so fat chance of using it).
Typo fix, description changes.

In head,
A few descriptions changes.

Jumpsuits,
Chemists and the CMO have their OWN jump suits now. So no one can confuse the chemist in chemistry with a geneticist.
Added a space Jumpsuit to the code, it can only be spawned by admins or people in sand box. So you can jump out an air locks with it now (default sprite is a black jumpsuit).
Fixed the roboticists jump suit so the head transfer coefficient is lower (as some One set it to the same level as a lab coat for some insane reason, lucky we don't have more frozen people in robotics).
Miner jump suits are a fraction better against heat transfer than other jump suits, but just slightly.

In Suits
Tacticool NASA Voidsuit, which is just like a Red space suit but can only hold energy guns, are slower (slightly) and are bulky (so you can't hide them in back packs).
Also, a few description changes. Perhaps now we can add these to the AI satellite teleporter room?  Maybe?

Job Procs
Chemist and CMO start with above stated jumpsuits for their job ranks.

Flamethrower
Gives 1 weapons and 1 plasma research. This was something the creator of the R&D had not gotten around to doing (when questioned about it a while back, he wanted it to give minor tech fields in both, but got busy), so I just want to lighten the load.

Mining
Tweaked the tech origin of plasma cutters so it will contribute to plasma research now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-31 11:19:16 +00:00

345 lines
9.8 KiB
Plaintext

/*
CONTAINS:
GETLINEEEEEEEEEEEEEEEEEEEEE
(well not really but it should)
*/
/obj/item/weapon/flamethrower
name = "flamethrower"
icon_state = "flamethrower"
item_state = "flamethrower_0"
desc = "You are a firestarter!"
flags = FPRINT | TABLEPASS| CONDUCT
force = 3.0
throwforce = 10.0
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"
// 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.status ))
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.master = 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)
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)
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.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
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)
if(lit)
icon_state = "flamethrower1"
item_state = "flamethrower_1"
force = 17
damtype = "fire"
processing_items.Add(src)
else
icon_state = "flamethrower0"
item_state = "flamethrower_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
/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
if(user.stat || user.restrained() || user.lying)
return
user.machine = src
if (!src.part4)
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.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
/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
if(!lit || operating) return
operating = 1
for(var/turf/T in turflist)
if(T.density || istype(T, /turf/space))
break
if(!previousturf && length(turflist)>1)
previousturf = get_turf(src)
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
for(var/mob/M in viewers(1, src.loc))
if ((M.client && M.machine == src))
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)
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)