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Firefighting nozzle attack chain fixes (tgstation#84652)
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## About The Pull Request
Fixes tgstation#84589
Makes it so the nozzle will hit adjacent objects when in resin foam
mode, same for launcher mode as long as you're also in combat mode.

The launcher adj check in the old version isn't actually needed to
protect you when refilling your tank, the attack chain already gets
cancelled when trying to refill the tank at the start of this proc.
## Why It's Good For The Game
Being unable to destroy the foam using the nozzle makes it way more
annoying to use.
## Changelog
:cl:
fix: Firefighting backpack tank nozzle can be used to hit objects and
destroy atmos resin again.
/:cl:
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GoblinBackwards authored Jul 5, 2024
1 parent 9604b0d commit 12b9259
Showing 1 changed file with 5 additions and 3 deletions.
8 changes: 5 additions & 3 deletions code/game/objects/items/tanks/watertank.dm
Original file line number Diff line number Diff line change
Expand Up @@ -295,8 +295,8 @@

var/Adj = user.Adjacent(interacting_with)
if(nozzle_mode == RESIN_LAUNCHER)
if(Adj)
return ITEM_INTERACT_BLOCKING //Safety check so you don't blast yourself trying to refill your tank
if(Adj && user.combat_mode)
return ITEM_INTERACT_SKIP_TO_ATTACK
var/datum/reagents/R = reagents
if(R.total_volume < 100)
balloon_alert(user, "not enough water!")
Expand All @@ -316,7 +316,9 @@
return ITEM_INTERACT_SUCCESS

if(nozzle_mode == RESIN_FOAM)
if(!Adj || !isturf(interacting_with))
if(!isturf(interacting_with))
return NONE
if(!Adj)
balloon_alert(user, "too far!")
return ITEM_INTERACT_BLOCKING
for(var/thing in interacting_with)
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