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5325be90b1
* Start Adds starts active versions of barbed wire. Adds 'named from material' var. Fixes spears from defaulting to fragile if they're made with a butterfly knife. * Makes cautery properly stop bleeding * Adds Glass Wire Adds wire that cuts a limb, doing 12 damage and a surgical cut to the limb. This is blocked via thick clothing. * Combines traps & traps_vr * Update alien_alloy.dm Makes adminspawn object unobtainable * wip * wip * Fire Abber * awaw * housekeeeping * Glass * ye * Update fire.dm * whoops infinite glass * rando
35 lines
1.1 KiB
Plaintext
35 lines
1.1 KiB
Plaintext
//Fire abberation
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/obj/effect/abstract/abberation/spawner/fire
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name = "Fire Abberation"
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effect_to_spawn = /obj/effect/abberation_fire
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//The things that actually light you on fire.
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/obj/effect/abberation_fire
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icon = 'icons/obj/traps/abberations.dmi'
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icon_state = "abb_fire"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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COOLDOWN_DECLARE(fire_timer)
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/obj/effect/abberation_fire/Crossed(atom/movable/AM)
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if(AM.is_incorporeal() || isobserver(AM) || istype(AM, /obj/effect/abstract))
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return
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if(isobj(AM))
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var/obj/item/item_check = AM
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if(item_check.item_flags & ABSTRACT)
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return
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if(COOLDOWN_FINISHED(src, fire_timer))
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ignite_entity(AM)
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/obj/effect/abberation_fire/proc/reset_trap()
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for(var/mob/living/living_being in get_turf(src))
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if(living_being.is_incorporeal())
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continue
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ignite_entity(living_being) //Begin anew
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/obj/effect/abberation_fire/proc/ignite_entity(atom/movable/AM)
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AM.fire_act(null, 10000, 1000)
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alpha = 125
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animate(src, alpha = 255, time = 2 SECONDS)
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addtimer(CALLBACK(src, PROC_REF(reset_trap)), 2 SECONDS, TIMER_DELETE_ME|TIMER_UNIQUE) //Calling a proc with no arguments
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COOLDOWN_START(src, fire_timer, 2 SECONDS)
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