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2016-03-06 20:52:14 +01:00

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/obj/machinery/igniter
name = "igniter"
icon = 'icons/obj/stationobjs.dmi'
icon_state = "igniter1"
var/id = null
var/on = 1.0
anchored = 1.0
desc = "A device that ignites in order to start fires remotely."
/obj/machinery/igniter/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/igniter/attack_hand(mob/user as mob)
if(..())
return
add_fingerprint(user)
use_power(50)
src.on = !( src.on )
src.icon_state = text("igniter[]", src.on)
return
/obj/machinery/igniter/process()
if (src.on && !(stat & NOPOWER) )
var/turf/location = src.loc
if (isturf(location))
location.hotspot_expose(1000,500,1)
return 1
/obj/machinery/igniter/New()
..()
icon_state = "igniter[on]"
/obj/machinery/igniter/power_change()
if(!( stat & NOPOWER) )
icon_state = "igniter[src.on]"
else
icon_state = "igniter0"
// Wall mounted remote-control igniter.
/obj/machinery/sparker
name = "Mounted igniter"
desc = "A wall-mounted ignition device."
icon = 'icons/obj/stationobjs.dmi'
icon_state = "migniter"
dir = EAST // so the sprites default to facing the same way as they always have
var/id = null
var/disable = 0
var/last_spark = 0
var/base_state = "migniter"
var/datum/light/light
anchored = 1
/obj/machinery/sparker/New()
..()
light = new /datum/light/point
light.attach(src)
light.set_brightness(0.4)
/obj/machinery/sparker/power_change()
if ( powered() && disable == 0 )
stat &= ~NOPOWER
icon_state = "[base_state]"
light.enable()
else
stat |= ~NOPOWER
icon_state = "[base_state]-p"
light.disable()
/obj/machinery/sparker/attackby(obj/item/W as obj, mob/user as mob)
if (istype(W, /obj/item/screwdriver))
add_fingerprint(user)
src.disable = !src.disable
if (src.disable)
user.visible_message("<span style=\"color:red\">[user] has disabled the [src]!</span>", "<span style=\"color:red\">You disable the connection to the [src].</span>")
icon_state = "[base_state]-d"
if (!src.disable)
user.visible_message("<span style=\"color:red\">[user] has reconnected the [src]!</span>", "<span style=\"color:red\">You fix the connection to the [src].</span>")
if(src.powered())
icon_state = "[base_state]"
else
icon_state = "[base_state]-p"
/obj/machinery/sparker/attack_ai()
if (src.anchored)
return src.ignite()
else
return
/obj/machinery/sparker/proc/ignite()
if (!(powered()))
return
if ((src.disable) || (src.last_spark && world.time < src.last_spark + 50))
return
flick("[base_state]-spark", src)
var/datum/effects/system/spark_spread/s = unpool(/datum/effects/system/spark_spread)
s.set_up(2, 1, src)
s.start()
src.last_spark = world.time
use_power(1000)
var/turf/location = src.loc
if (isturf(location))
location.hotspot_expose(1000,500,1)
return 1
/obj/machinery/ignition_switch/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/ignition_switch/attackby(obj/item/W, mob/user as mob)
if(istype(W, /obj/item/device/detective_scanner))
return
return src.attack_hand(user)
/obj/machinery/ignition_switch/attack_hand(mob/user as mob)
if(stat & (NOPOWER|BROKEN))
return
if(active)
return
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/sparker/M in machines)
if (M.id == src.id)
spawn( 0 )
M.ignite()
for(var/obj/machinery/igniter/M in machines)
if(M.id == src.id)
use_power(50)
M.on = !( M.on )
M.icon_state = text("igniter[]", M.on)
sleep(50)
icon_state = "launcherbtt"
active = 0
return