01-25-2021, 05:31 PM
(This post was last modified: 01-30-2021, 03:14 PM by github_bot. Edited 4 times in total.)
PULL REQUEST DETAILS
About the PR
Reworks the flamethrower almost completely.
Changes include:
- The flamethrower is now technically a gun. Doesn't really mean anything to players, but hey.
- Instead of gathering a list of turfs and injecting chems and gas into each of them, it uses a projectile to do this.
- The projectile is loaded with a set amount of reagents and gas.
- Every turf it enters, it applies a TOUCH reaction and copies a percentage of its chems into that turf and all of its contents
- If the flamethrower is LIT, it also sets all the reagents in those atoms to that temperature.
- This is roughly how the flamethrower used to do it, just that now it does this through a projectile.
- Flamethrowers have three firemodes:
- A quick, short-ranged 5-spray burst
- A slow, mid-ranged 3-spritz burst
- A long-ish ranged semi-auto shot
- Backpack flamethrowers are overall more accurate.
- Spray temperature and spray amount can be configured on the flamethrower.
- Fuel and gas tanks can be swapped out by just clicking it on the flamethrower.
- Adds a variant of the sniper-wallpierce component that only pierces mobs and non-opaque blob tiles.
- Flamethrowers can now be used in gun components.
Why's this needed?
I wanted to see if I could add Tarm's kickin-rad drag-auto component to flamethrowers. Ended up with me reworking them into guns... and not using the component because it did some weird things after I messed with it (It does *not* like being altered or removed after init!).
Also ended up with a really cool-looking flamethrower that actually feels a lot more flamethrower-y. It sprays fire and chems all over the place, burns the heck out of anything that can burn, and is just as dangerous to the user as it is to everything around them. Also roasts the blob real nicely, too.
Changelog
PULL REQUEST DETAILS
About the PR
Reworks the flamethrower almost completely.
Changes include:
- The flamethrower is now technically a gun. Doesn't really mean anything to players, but hey.
- Instead of gathering a list of turfs and injecting chems and gas into each of them, it uses a projectile to do this.
- The projectile is loaded with a set amount of reagents and gas.
- Every turf it enters, it applies a TOUCH reaction and copies a percentage of its chems into that turf and all of its contents
- If the flamethrower is LIT, it also sets all the reagents in those atoms to that temperature.
- This is roughly how the flamethrower used to do it, just that now it does this through a projectile.
- Flamethrowers have three firemodes:
- A quick, short-ranged 5-spray burst
- A slow, mid-ranged 3-spritz burst
- A long-ish ranged semi-auto shot
- Backpack flamethrowers are overall more accurate.
- Spray temperature and spray amount can be configured on the flamethrower.
- Fuel and gas tanks can be swapped out by just clicking it on the flamethrower.
- Adds a variant of the sniper-wallpierce component that only pierces mobs and non-opaque blob tiles.
- Flamethrowers can now be used in gun components.
Why's this needed?
I wanted to see if I could add Tarm's kickin-rad drag-auto component to flamethrowers. Ended up with me reworking them into guns... and not using the component because it did some weird things after I messed with it (It does *not* like being altered or removed after init!).
Also ended up with a really cool-looking flamethrower that actually feels a lot more flamethrower-y. It sprays fire and chems all over the place, burns the heck out of anything that can burn, and is just as dangerous to the user as it is to everything around them. Also roasts the blob real nicely, too.
Changelog
Code:
changelog
(u)Superlagg:
(*)Made flamethrowers more configurable and shoot chem-loaded projectiles.
(+)Flamethrowers can now be added to gun components.
PULL REQUEST DETAILS