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Testing/refinement of backyard grilling logic.
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@@ -6,6 +6,8 @@
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density = FALSE
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anchored = TRUE
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buckle_lying = FALSE
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layer = TURF_LAYER + 0.5 // We want it to layer underneath food and things on top of it.
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var/burning = FALSE
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var/next_fuel_consumption = 0 // world.time of when next item in fuel list gets eatten to sustain the fire.
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var/grill = FALSE
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@@ -35,9 +37,21 @@
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. = ..(ml, MAT_SIFWOOD)
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/obj/structure/bonfire/attackby(obj/item/W, mob/user)
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// Place food on the grill.
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if(istype(W, /obj/item/reagent_containers/food/snacks) && grill)
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if(user.unEquip(W))
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W.dropInto(loc)
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// Place it on top of the grill.
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W.pixel_x = 0
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W.pixel_y = 12
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return TRUE
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if(istype(W, /obj/item/stack/rods) && !can_buckle && !grill)
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var/obj/item/stack/rods/R = W
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var/choice = input(user, "What would you like to construct?", "Bonfire") as null|anything in list("Stake","Grill")
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if(!choice || user.incapacitated() || !Adjacent(user))
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return TRUE
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switch(choice)
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if("Stake")
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R.use(1)
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@@ -53,16 +67,17 @@
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grill = TRUE
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to_chat(user, "<span class='notice'>You add a grill to \the [src].</span>")
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update_icon()
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else
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return ..()
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return TRUE
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else if(istype(W, /obj/item/stack/material/wood) || istype(W, /obj/item/stack/material/log) )
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if(istype(W, /obj/item/stack/material/wood) || istype(W, /obj/item/stack/material/log) )
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add_fuel(W, user)
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return TRUE
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else if(W.is_hot())
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if(W.is_hot())
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ignite()
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else
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return ..()
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return TRUE
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return ..()
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/obj/structure/bonfire/attack_hand(mob/user)
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if(has_buckled_mobs())
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@@ -223,7 +238,7 @@
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return
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if(grill)
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for(var/obj/item/reagent_containers/food/snacks/snack in loc)
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snack.grill()
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snack.grill(src)
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else
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burn()
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