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* MILLA phase 2 * Lint. * Build Rust library * Assorted bugfixes and tweaks * Simplify fire mechanics and make hotspot sending to DM more reliable. * Assorted tweaks, fixed an issue in the core engine and removed the softcap it made necesary. * SM fixes, slower plasmafire, less overpowered pyro anomalies, and air alarm improvements. * Review fixes. * Build Rust library * Unbalanced icon. * Rebalance immovable rods. * Unbalanced has alerts, can fight airflow (but get slowed) * Build Rust library * Stronger space cooling, slower temperature flow, faster burns, burnt floors, and a hotspot display fix. * Build Rust library * Tweaks to avoid merge conflict * Oops. * Build Rust library * Rebalance wind. * Rebalance temperature flow and space cooling. * Fix gas flamethrower. * Build Rust library * Make air push slowdown directional, so you don't get slowed while moving with the air. * Variable name cleanup. * Reduce the speed of wind pushes. * Prevent wind pushes from breaking your pull. * Prevent swaps during wind push. * Made supermatter crytals reliably run last in atmos machinery. * Sped up plasmafire burning, but dropped the minimum burn amount. * Rebalanced SM heat output. * Rebalanced pyro anomaly. * Build Rust library * Lint * Build Rust library * Uncap fuel burnt readout. * Added Custom air alarm mode, dropped Refill cap to ONE_ATMOSPHERE. * Updated air alarm modes to use pressure settings instead of ONE_ATMOSPHERE * Added a list of areas not in Filtering to atmos alert computer. * Increase pressure gradient and vent output, especially at low distro pressure. * Changed Immovable Rod from Moderate to Major. * Lint * Build Rust library * More lint! * Build Rust library * Magboots, scaled slowdown, and nukie borg immunity * Wind image * Wind v2 * Wind v3 * pngcrush * pngcrush again * Moved hotspot removal into SSair, add wind effect. * Lint * Build Rust library * Fix hotspots. * Hotspot visual based on gas burnt * Build Rust library * Scaled wind to gas amount, stopped first wind push while moving. * Made Rust panic logging safer. * Made MILLA full tick and sleep timers more honest. * Pressure overlay, ghost mode, atmos goggles. * Build Rust library * Lint * Build Rust library * More lint-y stuff. * Build Rust library * Repair pressure overlay if it loses its loc. * Bind pressure overlays to their tile better. * Build Rust library * Make the pressure overlay work on z=1 and not proliferate effects. * Don't block the supply shuttle. * Don't fine for special effects. * Maybe don't fine for ghosts, either. * Build Rust library * Make pressure overlay play nice with shuttles. * Build Rust library * Pressure scanning for borgs. * Build Rust library * Lint * Build Rust library * Made explosions not generate so much wind. * Removed an old and non-functional proc. * Clientless mobs can get pushed again. * Build Rust library * cargo fmt * Build Rust library * Don't divide by zero. * Plasmafire generator for the Shadow * Update shadow to use plasmafire generators * Fix shadow's plasmafire generators going out on depart. * Prevent heat2color from runtiming at absolute zero. * Better nanofrost * Build Rust library * Singularity immunity * Build Rust library * Add back meson mode to atmospheric scanner goggles, so they don't stare deeply into the SM * Build Rust library * Dump panic outputs into data/ instead. * Build Rust library * Apply suggestions from code review Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com> Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> * Saner handling of MILLA crash. * Build Rust library --------- Signed-off-by: Charlie Nolan <funnyman3595@gmail.com> Co-authored-by: paradisess13[bot] <165046124+paradisess13[bot]@users.noreply.github.com> Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
92 lines
3.0 KiB
Plaintext
92 lines
3.0 KiB
Plaintext
/obj/item/assembly/igniter
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name = "igniter"
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desc = "A small electronic device able to ignite combustible substances."
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icon_state = "igniter"
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materials = list(MAT_METAL=500, MAT_GLASS=50)
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origin_tech = "magnets=1"
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var/datum/effect_system/spark_spread/sparks
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/obj/item/assembly/igniter/Initialize(mapload)
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. = ..()
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sparks = new /datum/effect_system/spark_spread
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sparks.set_up(2, 0, src)
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sparks.attach(src)
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/obj/item/assembly/igniter/Destroy()
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QDEL_NULL(sparks)
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return ..()
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/obj/item/assembly/igniter/examine(mob/user)
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. = ..()
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. += "The igniter is [secured ? "secured." : "unsecured."]"
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/obj/item/assembly/igniter/activate()
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if(!..())
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return FALSE //Cooldown check
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var/turf/location = get_turf(loc)
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if(location)
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location.hotspot_expose(1000, 1)
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visible_message(
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"<span class='notice'>Sparks shoot out of [src].</span>",
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"<span class='warning'>You hear a shower of sparks shooting out from something!</span>"
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)
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sparks.start()
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if(istype(loc, /obj/item/assembly_holder))
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var/locloc = loc.loc
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if(istype(locloc, /obj/structure/reagent_dispensers/fueltank))
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var/obj/structure/reagent_dispensers/fueltank/tank = locloc
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if(tank)
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tank.boom(TRUE) // this qdel's `src`
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if(istype(locloc, /obj/item/onetankbomb))
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var/obj/item/onetankbomb/bomb = locloc
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if(bomb?.bombtank)
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bomb.bombtank.detonate()
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else if(istype(locloc, /obj/item/reagent_containers/glass/beaker))
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var/obj/item/reagent_containers/glass/beaker/beakerbomb = locloc
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if(beakerbomb)
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beakerbomb.heat_beaker()
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else if(istype(locloc, /obj/item/grenade/chem_grenade))
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var/obj/item/grenade/chem_grenade/CG = locloc
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CG.prime()
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return TRUE
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/obj/item/assembly/igniter/attack__legacy__attackchain(mob/living/target, mob/living/user)
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if(!cigarette_lighter_act(user, target))
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return ..()
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/obj/item/assembly/igniter/cigarette_lighter_act(mob/living/user, mob/living/target, obj/item/direct_attackby_item)
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var/obj/item/clothing/mask/cigarette/cig = ..()
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if(!cig)
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return !isnull(cig)
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if(target == user)
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig] and activates it, lighting [cig] in a shower of sparks!</span>",
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"<span class='notice'>You press [src] against [cig] and activates it, lighting [cig] in a shower of sparks!</span>",
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"<span class='warning'>You hear a shower of sparks shooting out from something!</span>"
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)
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else
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user.visible_message(
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"<span class='notice'>[user] presses [src] against [cig] and activates it, lighting [cig] for [target] in a shower of sparks!</span>",
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"<span class='notice'>You press [src] against [cig] and activate it, lighting [cig] in a shower of sparks!</span>",
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"<span class='warning'>You hear a shower of sparks shooting out from something!</span>"
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)
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sparks.start() // Make sparks fly!
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cig.light(user, target)
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return TRUE
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/obj/item/assembly/igniter/attack_self__legacy__attackchain(mob/user)
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if(!istype(loc, /obj/item/assembly_holder))
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activate()
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add_fingerprint(user)
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/obj/item/assembly/igniter/get_heat()
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return 2000
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