b84d12d949
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!) -replaced between(min, val, max) with Clamp(val, min, max) -get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc -sign(num) moved to maths.dm -InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical) -Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc -removed modulus(num) as abs() performs the same task! *roll-eyes* -removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now) -removed get_turf_or_move() as it simply called get_turf -removed get_turf_loc() as it was identical to get_turf() *Additions:* -The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
228 lines
7.4 KiB
Plaintext
228 lines
7.4 KiB
Plaintext
/obj/item/weapon/flamethrower
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name = "flamethrower"
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desc = "You are a firestarter!"
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icon = 'icons/obj/flamethrower.dmi'
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icon_state = "flamethrowerbase"
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item_state = "flamethrower_0"
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flags = FPRINT | TABLEPASS| CONDUCT | USEDELAY // USEDELAY flag needed in order to use afterattack() for things that are not in reach. I.E: Shooting flames.
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force = 3.0
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throwforce = 10.0
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throw_speed = 1
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throw_range = 5
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w_class = 3.0
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m_amt = 500
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origin_tech = "combat=1;plasmatech=1"
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var/status = 0
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var/throw_amount = 100
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var/lit = 0 //on or off
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var/operating = 0//cooldown
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var/turf/previousturf = null
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var/obj/item/weapon/weldingtool/weldtool = null
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var/obj/item/device/assembly/igniter/igniter = null
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var/obj/item/weapon/tank/plasma/ptank = null
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/obj/item/weapon/flamethrower/Del()
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if(weldtool)
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del(weldtool)
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if(igniter)
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del(igniter)
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if(ptank)
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del(ptank)
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..()
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return
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/obj/item/weapon/flamethrower/process()
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if(!lit)
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processing_objects.Remove(src)
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return null
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var/turf/location = loc
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if(istype(location, /mob/))
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var/mob/M = location
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if(M.l_hand == src || M.r_hand == src)
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location = M.loc
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if(isturf(location)) //start a fire if possible
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location.hotspot_expose(700, 2)
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return
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/obj/item/weapon/flamethrower/update_icon()
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overlays.Cut()
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if(igniter)
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overlays += "+igniter[status]"
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if(ptank)
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overlays += "+ptank"
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if(lit)
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overlays += "+lit"
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item_state = "flamethrower_1"
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else
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item_state = "flamethrower_0"
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return
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/obj/item/weapon/flamethrower/afterattack(atom/target, mob/user, flag)
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// Make sure our user is still holding us
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if(user && user.get_active_hand() == src)
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var/turf/target_turf = get_turf(target)
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if(target_turf)
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var/turflist = getline(user, target_turf)
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flame_turf(turflist)
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/obj/item/weapon/flamethrower/attackby(obj/item/W as obj, mob/user as mob)
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if(user.stat || user.restrained() || user.lying) return
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if(istype(W, /obj/item/weapon/wrench) && !status)//Taking this apart
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var/turf/T = get_turf(src)
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if(weldtool)
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weldtool.loc = T
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weldtool = null
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if(igniter)
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igniter.loc = T
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igniter = null
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if(ptank)
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ptank.loc = T
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ptank = null
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new /obj/item/stack/rods(T)
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del(src)
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return
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if(istype(W, /obj/item/weapon/screwdriver) && igniter && !lit)
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status = !status
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user << "<span class='notice'>[igniter] is now [status ? "secured" : "unsecured"]!</span>"
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update_icon()
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return
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if(isigniter(W))
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var/obj/item/device/assembly/igniter/I = W
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if(I.secured) return
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if(igniter) return
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user.drop_item()
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I.loc = src
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igniter = I
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update_icon()
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return
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if(istype(W,/obj/item/weapon/tank/plasma))
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if(ptank)
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user << "<span class='notice'>There appears to already be a plasma tank loaded in [src]!</span>"
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return
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user.drop_item()
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ptank = W
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W.loc = src
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update_icon()
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return
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if(istype(W, /obj/item/device/analyzer) && ptank)
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var/obj/item/weapon/icon = src
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user.visible_message("<span class='notice'>[user] has used the analyzer on \icon[icon]</span>")
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var/pressure = ptank.air_contents.return_pressure()
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var/total_moles = ptank.air_contents.total_moles()
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user << "\blue Results of analysis of \icon[icon]"
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if(total_moles>0)
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var/o2_concentration = ptank.air_contents.oxygen/total_moles
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var/n2_concentration = ptank.air_contents.nitrogen/total_moles
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var/co2_concentration = ptank.air_contents.carbon_dioxide/total_moles
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var/plasma_concentration = ptank.air_contents.toxins/total_moles
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var/unknown_concentration = 1-(o2_concentration+n2_concentration+co2_concentration+plasma_concentration)
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user << "\blue Pressure: [round(pressure,0.1)] kPa"
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user << "\blue Nitrogen: [round(n2_concentration*100)]%"
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user << "\blue Oxygen: [round(o2_concentration*100)]%"
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user << "\blue CO2: [round(co2_concentration*100)]%"
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user << "\blue Plasma: [round(plasma_concentration*100)]%"
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if(unknown_concentration>0.01)
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user << "\red Unknown: [round(unknown_concentration*100)]%"
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user << "\blue Temperature: [round(ptank.air_contents.temperature-T0C)]°C"
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else
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user << "\blue Tank is empty!"
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return
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..()
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return
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/obj/item/weapon/flamethrower/attack_self(mob/user as mob)
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if(user.stat || user.restrained() || user.lying) return
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user.set_machine(src)
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if(!ptank)
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user << "<span class='notice'>Attach a plasma tank first!</span>"
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return
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var/dat = text("<TT><B>Flamethrower (<A HREF='?src=\ref[src];light=1'>[lit ? "<font color='red'>Lit</font>" : "Unlit"]</a>)</B><BR>\n Tank Pressure: [ptank.air_contents.return_pressure()]<BR>\nAmount to throw: <A HREF='?src=\ref[src];amount=-100'>-</A> <A HREF='?src=\ref[src];amount=-10'>-</A> <A HREF='?src=\ref[src];amount=-1'>-</A> [throw_amount] <A HREF='?src=\ref[src];amount=1'>+</A> <A HREF='?src=\ref[src];amount=10'>+</A> <A HREF='?src=\ref[src];amount=100'>+</A><BR>\n<A HREF='?src=\ref[src];remove=1'>Remove plasmatank</A> - <A HREF='?src=\ref[src];close=1'>Close</A></TT>")
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user << browse(dat, "window=flamethrower;size=600x300")
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onclose(user, "flamethrower")
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return
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/obj/item/weapon/flamethrower/Topic(href,href_list[])
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if(href_list["close"])
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usr.unset_machine()
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usr << browse(null, "window=flamethrower")
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return
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if(usr.stat || usr.restrained() || usr.lying) return
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usr.set_machine(src)
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if(href_list["light"])
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if(!ptank) return
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if(!status) return
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lit = !lit
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if(lit)
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processing_objects.Add(src)
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if(href_list["amount"])
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throw_amount = throw_amount + text2num(href_list["amount"])
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throw_amount = max(50, min(5000, throw_amount))
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if(href_list["remove"])
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if(!ptank) return
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usr.put_in_hands(ptank)
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ptank = null
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lit = 0
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usr.unset_machine()
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usr << browse(null, "window=flamethrower")
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for(var/mob/M in viewers(1, loc))
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if((M.client && M.machine == src))
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attack_self(M)
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update_icon()
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return
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//Called from turf.dm turf/dblclick
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/obj/item/weapon/flamethrower/proc/flame_turf(turflist)
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if(!lit || operating) return
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operating = 1
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for(var/turf/T in turflist)
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if(T.density || istype(T, /turf/space))
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break
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if(!previousturf && length(turflist)>1)
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previousturf = get_turf(src)
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continue //so we don't burn the tile we be standin on
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if(previousturf && LinkBlocked(previousturf, T))
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break
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ignite_turf(T)
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sleep(1)
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previousturf = null
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operating = 0
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for(var/mob/M in viewers(1, loc))
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if((M.client && M.machine == src))
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attack_self(M)
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return
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/obj/item/weapon/flamethrower/proc/ignite_turf(turf/target)
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//TODO: DEFERRED Consider checking to make sure tank pressure is high enough before doing this...
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//Transfer 5% of current tank air contents to turf
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var/datum/gas_mixture/air_transfer = ptank.air_contents.remove_ratio(0.05)
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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
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target.assume_air(air_transfer)
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//Burn it based on transfered gas
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target.hotspot_expose((ptank.air_contents.temperature*2) + 380,500) // -- More of my "how do I shot fire?" dickery. -- TLE
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//location.hotspot_expose(1000,500,1)
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return
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/obj/item/weapon/flamethrower/full/New(var/loc)
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..()
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weldtool = new /obj/item/weapon/weldingtool(src)
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weldtool.status = 0
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igniter = new /obj/item/device/assembly/igniter(src)
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igniter.secured = 0
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status = 1
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update_icon()
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return |