Files
Polaris/code/modules/reagents/reagent_containers/spray.dm
Neerti 828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00

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/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 = OPENCONTAINER|NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = ITEMSIZE_SMALL
throw_speed = 2
throw_range = 10
amount_per_transfer_from_this = 10
unacidable = 1 //plastic
possible_transfer_amounts = list(5,10) //Set to null instead of list, if there is only one.
var/spray_size = 3
var/list/spray_sizes = list(1,3)
volume = 250
/obj/item/weapon/reagent_containers/spray/New()
..()
src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/closet) || istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart))
return
if(istype(A, /spell))
return
if(proximity)
if(standard_dispenser_refill(user, A))
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
Spray_at(A, user, proximity)
user.setClickCooldown(4)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")
log_game("[key_name(user)] fired sulphuric acid from \a [src].")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from \a [src].")
log_game("[key_name(user)] fired Polyacid from \a [src].")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from \a [src].")
log_game("[key_name(user)] fired Space lube from \a [src].")
return
/obj/item/weapon/reagent_containers/spray/proc/Spray_at(atom/A as mob|obj, mob/user as mob, proximity)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if (A.density && proximity)
A.visible_message("[usr] sprays [A] with [src].")
reagents.splash(A, amount_per_transfer_from_this)
else
spawn(0)
var/obj/effect/effect/water/chempuff/D = new/obj/effect/effect/water/chempuff(get_turf(src))
var/turf/my_target = get_turf(A)
D.create_reagents(amount_per_transfer_from_this)
if(!src)
return
reagents.trans_to_obj(D, amount_per_transfer_from_this)
D.set_color()
D.set_up(my_target, spray_size, 10)
return
/obj/item/weapon/reagent_containers/spray/attack_self(var/mob/user)
if(!possible_transfer_amounts)
return
amount_per_transfer_from_this = next_in_list(amount_per_transfer_from_this, possible_transfer_amounts)
spray_size = next_in_list(spray_size, spray_sizes)
user << "<span class='notice'>You adjusted the pressure nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
/obj/item/weapon/reagent_containers/spray/examine(mob/user)
if(..(user, 0) && loc == user)
user << "[round(reagents.total_volume)] units left."
return
/obj/item/weapon/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
set category = "Object"
set src in usr
if (alert(usr, "Are you sure you want to empty that?", "Empty Bottle:", "Yes", "No") != "Yes")
return
if(isturf(usr.loc))
usr << "<span class='notice'>You empty \the [src] onto the floor.</span>"
reagents.splash(usr.loc, reagents.total_volume)
//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/drone
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
volume = 50
/obj/item/weapon/reagent_containers/spray/cleaner/New()
..()
reagents.add_reagent("cleaner", volume)
/obj/item/weapon/reagent_containers/spray/sterilizine
name = "sterilizine"
desc = "Great for hiding incriminating bloodstains and sterilizing scalpels."
/obj/item/weapon/reagent_containers/spray/sterilizine/New()
..()
reagents.add_reagent("sterilizine", volume)
/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"
possible_transfer_amounts = null
volume = 40
var/safety = 1
/obj/item/weapon/reagent_containers/spray/pepper/New()
..()
reagents.add_reagent("condensedcapsaicin", 40)
/obj/item/weapon/reagent_containers/spray/pepper/examine(mob/user)
if(..(user, 1))
user << "The safety is [safety ? "on" : "off"]."
/obj/item/weapon/reagent_containers/spray/pepper/attack_self(var/mob/user)
safety = !safety
usr << "<span class = 'notice'>You switch the safety [safety ? "on" : "off"].</span>"
/obj/item/weapon/reagent_containers/spray/pepper/Spray_at(atom/A as mob|obj)
if(safety)
usr << "<span class = 'warning'>The safety is on!</span>"
return
..()
/obj/item/weapon/reagent_containers/spray/waterflower
name = "water flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/device.dmi'
icon_state = "sunflower"
item_state = "sunflower"
amount_per_transfer_from_this = 1
possible_transfer_amounts = null
volume = 10
/obj/item/weapon/reagent_containers/spray/waterflower/New()
..()
reagents.add_reagent("water", 10)
/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 = ITEMSIZE_NORMAL
possible_transfer_amounts = null
volume = 600
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3, TECH_ENGINEERING = 3)
/obj/item/weapon/reagent_containers/spray/chemsprayer/Spray_at(atom/A as mob|obj)
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/a = 1 to 3)
spawn(0)
if(reagents.total_volume < 1) break
var/obj/effect/effect/water/chempuff/D = new/obj/effect/effect/water/chempuff(get_turf(src))
var/turf/my_target = the_targets[a]
D.create_reagents(amount_per_transfer_from_this)
if(!src)
return
reagents.trans_to_obj(D, amount_per_transfer_from_this)
D.set_color()
D.set_up(my_target, rand(6, 8), 2)
return
/obj/item/weapon/reagent_containers/spray/plantbgone
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics_machines.dmi'
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
/obj/item/weapon/reagent_containers/spray/plantbgone/New()
..()
reagents.add_reagent("plantbgone", 100)
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if(istype(A, /obj/effect/blob)) // blob damage in blob code
return
..()