/* 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/weapon/rods/part2 = null var/obj/item/device/igniter/part3 = null var/obj/item/weapon/tank/plasma/part4 = null m_amt = 500 // 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/weapon/tank/plasma/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)]°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("Flamethrower ([lit ? "Lit" : "Unlit"])
\n Tank Pressure: [src.part4.air_contents.return_pressure()]
\nAmount to throw: - - - [src.throw_amount] + + +
\nRemove plasmatank - Close
") 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)