/obj/machinery/igniter name = "igniter" desc = "It's useful for igniting plasma." icon = 'icons/obj/stationobjs.dmi' icon_state = "igniter0" plane = FLOOR_PLANE use_power = IDLE_POWER_USE idle_power_usage = 2 active_power_usage = 4 max_integrity = 300 armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70) resistance_flags = FIRE_PROOF var/id = null var/on = FALSE /obj/machinery/igniter/incinerator_toxmix id = INCINERATOR_TOXMIX_IGNITER /obj/machinery/igniter/incinerator_atmos id = INCINERATOR_ATMOS_IGNITER /obj/machinery/igniter/incinerator_syndicatelava id = INCINERATOR_SYNDICATELAVA_IGNITER /obj/machinery/igniter/on on = TRUE icon_state = "igniter1" /obj/machinery/igniter/attack_hand(mob/user) . = ..() if(.) return add_fingerprint(user) use_power(50) on = !( on ) icon_state = "igniter[on]" /obj/machinery/igniter/process() //ugh why is this even in process()? if (src.on && !(stat & NOPOWER) ) var/turf/location = src.loc if (isturf(location)) location.hotspot_expose(700,10,1) return 1 /obj/machinery/igniter/Initialize() . = ..() 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" resistance_flags = FIRE_PROOF var/id = null var/disable = 0 var/last_spark = 0 var/base_state = "migniter" var/datum/effect_system/spark_spread/spark_system /obj/machinery/sparker/toxmix id = INCINERATOR_TOXMIX_IGNITER /obj/machinery/sparker/Initialize() . = ..() spark_system = new /datum/effect_system/spark_spread spark_system.set_up(2, 1, src) spark_system.attach(src) /obj/machinery/sparker/Destroy() QDEL_NULL(spark_system) return ..() /obj/machinery/sparker/power_change() if ( powered() && disable == 0 ) stat &= ~NOPOWER icon_state = "[base_state]" // src.sd_SetLuminosity(2) else stat |= ~NOPOWER icon_state = "[base_state]-p" // src.sd_SetLuminosity(0) /obj/machinery/sparker/attackby(obj/item/W, mob/user, params) if (istype(W, /obj/item/screwdriver)) add_fingerprint(user) src.disable = !src.disable if (src.disable) user.visible_message("[user] has disabled \the [src]!", "You disable the connection to \the [src].") icon_state = "[base_state]-d" if (!src.disable) user.visible_message("[user] has reconnected \the [src]!", "You fix the connection to \the [src].") if(src.powered()) icon_state = "[base_state]" else icon_state = "[base_state]-p" else return ..() /obj/machinery/sparker/attack_ai() if (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) spark_system.start() last_spark = world.time use_power(1000) var/turf/location = src.loc if (isturf(location)) location.hotspot_expose(1000,100,1) return 1 /obj/machinery/sparker/emp_act(severity) . = ..() if (. & EMP_PROTECT_SELF) return if(!(stat & (BROKEN|NOPOWER))) ignite()