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Paradise/code/game/objects/items/weapons/spray.dm
T
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

197 lines
6.7 KiB
Plaintext

/obj/item/weapon/reagent_containers/spray
name = "spray bottle"
desc = "A spray bottle, with an unscrewable top."
icon = 'icons/obj/janitor.dmi'
icon_state = "cleaner"
item_state = "cleaner"
flags = TABLEPASS|OPENCONTAINER|FPRINT|USEDELAY
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
amount_per_transfer_from_this = 5
volume = 250
possible_transfer_amounts = null
/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers)) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
reagents.trans_to(D, amount_per_transfer_from_this)
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
spawn(0)
for(var/i=0, i<3, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
sleep(3)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a spray bottle.")
log_game("[key_name(user)] fired sulphuric acid from a spray bottle.")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a spray bottle.")
log_game("[key_name(user)] fired Polyacid from a spray bottle.")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a spray bottle.")
log_game("[key_name(user)] fired Space lube from a spray bottle.")
return
/obj/item/weapon/reagent_containers/spray/examine()
set src in usr
..()
for(var/datum/reagent/R in reagents.reagent_list)
usr << "[round(R.volume)] units of [R.name] left."
return
//space cleaner
/obj/item/weapon/reagent_containers/spray/cleaner
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
/obj/item/weapon/reagent_containers/spray/cleaner/New()
..()
reagents.add_reagent("cleaner", 250)
//pepperspray
/obj/item/weapon/reagent_containers/spray/pepper
name = "pepperspray"
desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
icon = 'icons/obj/weapons.dmi'
icon_state = "pepperspray"
item_state = "pepperspray"
volume = 40
amount_per_transfer_from_this = 10
/obj/item/weapon/reagent_containers/spray/pepper/New()
..()
reagents.add_reagent("condensedcapsaicin", 40)
//chemsprayer
/obj/item/weapon/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'icons/obj/gun.dmi'
icon_state = "chemsprayer"
item_state = "chemsprayer"
throwforce = 3
w_class = 3.0
volume = 600
origin_tech = "combat=3;materials=3;engineering=3"
//this is a big copypasta clusterfuck, but it's still better than it used to be!
/obj/item/weapon/reagent_containers/spray/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers)) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/Sprays[3]
for(var/i=1, i<=3, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/D = new/obj/effect/decal(get_turf(src))
D.name = "chemicals"
D.icon = 'icons/obj/chempuff.dmi'
D.create_reagents(amount_per_transfer_from_this)
src.reagents.trans_to(D, amount_per_transfer_from_this)
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
Sprays[i] = D
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
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)
for(var/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = pick(the_targets)
the_targets -= my_target
for(var/j=1, j<=rand(6,8), j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
D.reagents.reaction(t)
sleep(2)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a chem sprayer.")
log_game("[key_name(user)] fired sulphuric acid from a chem sprayer.")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a chem sprayer.")
log_game("[key_name(user)] fired Polyacid from a chem sprayer.")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a chem sprayer.")
log_game("[key_name(user)] fired Space lube from a chem sprayer.")
return
//looking for plant-b-gone? it's in code/game/objects/items/weapons/hydroponics.dm