Vending machines are more dangerous when throwing items
This commit is contained in:
@@ -528,6 +528,9 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
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/obj/item/throw_impact(atom/A)
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if(A && !QDELETED(A))
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if(is_hot() && isliving(A))
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var/mob/living/L = A
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L.IgniteMob()
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var/itempush = 1
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if(w_class < 4)
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itempush = 0 //too light to push anything
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@@ -472,8 +472,10 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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flags = CONDUCT
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slot_flags = SLOT_BELT
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var/lit = 0
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var/fancy = TRUE
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heat = 1500
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resistance_flags = FIRE_PROOF
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light_color = LIGHT_COLOR_FIRE
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/obj/item/weapon/lighter/update_icon()
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if(lit)
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@@ -484,37 +486,28 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/ignition_effect(atom/A, mob/user)
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. = "<span class='rose'>With a single flick of their wrist, [user] smoothly lights [A] with [src]. Damn [user.p_theyre()] cool.</span>"
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/obj/item/weapon/lighter/greyscale
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name = "cheap lighter"
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desc = "A cheap-as-free lighter."
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icon_state = "lighter"
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/obj/item/weapon/lighter/greyscale/Initialize()
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. = ..()
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add_atom_colour(color2hex(randomColor(1)), FIXED_COLOUR_PRIORITY)
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update_icon()
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/obj/item/weapon/lighter/greyscale/update_icon()
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cut_overlays()
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var/mutable_appearance/base_overlay = mutable_appearance(icon,"[initial(icon_state)]_base")
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base_overlay.appearance_flags = RESET_COLOR //the edging doesn't change color
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/obj/item/weapon/lighter/proc/set_lit(new_lit)
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lit = new_lit
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if(lit)
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base_overlay.icon_state = "[initial(icon_state)]_on"
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add_overlay(base_overlay)
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/obj/item/weapon/lighter/greyscale/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>After some fiddling, [user] manages to light [A] with [src].</span>"
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force = 5
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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attack_verb = list("burnt", "singed")
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set_light(1)
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START_PROCESSING(SSobj, src)
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else
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hitsound = "swing_hit"
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force = 0
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attack_verb = null //human_defense.dm takes care of it
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set_light(0)
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STOP_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/weapon/lighter/attack_self(mob/living/user)
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if(user.is_holding(src))
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if(!lit)
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lit = 1
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update_icon()
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force = 5
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damtype = "fire"
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hitsound = 'sound/items/welder.ogg'
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attack_verb = list("burnt", "singed")
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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set_lit(TRUE)
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if(fancy)
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user.visible_message("Without even breaking stride, [user] flips open and lights [src] in one smooth movement.", "<span class='notice'>Without even breaking stride, you flip open and lights [src] in one smooth movement.</span>")
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else
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var/prot = FALSE
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@@ -534,20 +527,12 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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user.apply_damage(5, BURN, hitzone)
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user.visible_message("<span class='warning'>After a few attempts, [user] manages to light [src] - however, [user.p_they()] burn their finger in the process.</span>", "<span class='warning'>You burn yourself while lighting the lighter!</span>")
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set_light(1)
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START_PROCESSING(SSobj, src)
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else
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lit = 0
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update_icon()
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hitsound = "swing_hit"
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force = 0
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attack_verb = null //human_defense.dm takes care of it
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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set_lit(FALSE)
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if(fancy)
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user.visible_message("You hear a quiet click, as [user] shuts off [src] without even looking at what [user.p_theyre()] doing. Wow.", "<span class='notice'>You quietly shut off [src] without even looking at what you're doing. Wow.</span>")
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else
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user.visible_message("[user] quietly shuts off [src].", "<span class='notice'>You quietly shut off [src].")
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set_light(0)
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STOP_PROCESSING(SSobj, src)
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else
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. = ..()
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@@ -562,7 +547,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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if(M == user)
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cig.attackby(src, user)
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else
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if(!istype(src, /obj/item/weapon/lighter/greyscale))
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if(fancy)
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cig.light("<span class='rose'>[user] whips the [name] out and holds it for [M]. [user.p_their(TRUE)] arm is as steady as the unflickering flame they light \the [cig] with.</span>")
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else
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cig.light("<span class='notice'>[user] holds the [name] out for [M], and lights the [cig.name].</span>")
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@@ -575,6 +560,30 @@ CIGARETTE PACKETS ARE IN FANCY.DM
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/obj/item/weapon/lighter/is_hot()
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return lit * heat
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/obj/item/weapon/lighter/greyscale
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name = "cheap lighter"
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desc = "A cheap-as-free lighter."
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icon_state = "lighter"
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fancy = FALSE
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/obj/item/weapon/lighter/greyscale/Initialize()
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. = ..()
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add_atom_colour(color2hex(randomColor(1)), FIXED_COLOUR_PRIORITY)
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update_icon()
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/obj/item/weapon/lighter/greyscale/update_icon()
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cut_overlays()
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var/mutable_appearance/base_overlay = mutable_appearance(icon,"[initial(icon_state)]_base")
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base_overlay.appearance_flags = RESET_COLOR //the edging doesn't change color
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if(lit)
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base_overlay.icon_state = "[initial(icon_state)]_on"
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add_overlay(base_overlay)
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/obj/item/weapon/lighter/greyscale/ignition_effect(atom/A, mob/user)
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. = "<span class='notice'>After some fiddling, [user] manages to light [A] with [src].</span>"
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///////////
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//ROLLING//
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///////////
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@@ -48,23 +48,27 @@
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/obj/item/weapon/grenade/attack_self(mob/user)
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if(!active)
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if(clown_check(user))
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to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 60, 1)
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active = 1
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
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GLOB.bombers += message
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message_admins(message)
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
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preprime(user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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C.throw_mode_on()
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spawn(det_time)
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prime()
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/obj/item/weapon/grenade/proc/preprime(mob/user)
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if(user)
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to_chat(user, "<span class='warning'>You prime the [name]! [det_time/10] seconds!</span>")
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playsound(loc, 'sound/weapons/armbomb.ogg', 60, 1)
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active = TRUE
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icon_state = initial(icon_state) + "_active"
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add_fingerprint(user)
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var/turf/bombturf = get_turf(src)
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var/area/A = get_area(bombturf)
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if(user)
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var/message = "[ADMIN_LOOKUPFLW(user)]) has primed a [name] for detonation at [ADMIN_COORDJMP(bombturf)]"
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GLOB.bombers += message
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message_admins(message)
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log_game("[key_name(usr)] has primed a [name] for detonation at [A.name] [COORD(bombturf)].")
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addtimer(CALLBACK(src, .proc/prime), det_time)
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/obj/item/weapon/grenade/proc/prime()
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@@ -104,4 +108,4 @@
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if(damage && attack_type == PROJECTILE_ATTACK && prob(15))
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owner.visible_message("<span class='danger'>[attack_text] hits [owner]'s [src], setting it off! What a shot!</span>")
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prime()
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return 1 //It hit the grenade, not them
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return 1 //It hit the grenade, not them
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