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Flamethrowers count as firestarters for lighting up bombs

Open Night-Pryanik opened this issue 1 year ago • 3 comments

Summary

Bugfixes "Flamethrowers count as firestarters for lighting up bombs"

Purpose of change

  • Closes #61143.

Describe the solution

  • Added firestarter use_action to flamethrower_base.
  • In use_charges allowed checking for GUN type of items.

Describe alternatives you've considered

None.

Testing

Got dynamite and a flamethrower. Wielded dynamite and activated it. Dynamite was lit, flamethrower lost 1 charge of napalm.

Additional context

AFAIK currently there's no underbarrel flamethrowers in vanilla or built-in mods, but if some modder wants to add such a thing to his mod, I suppose this gunmod won't work. Should I also add a check for GUNMOD type of items?

Night-Pryanik avatar Oct 21 '24 09:10 Night-Pryanik

Now I'm no flamethrower expert, but aren't the flames coming out of a flamethrower massive? I feel like trying to hold the flamethrower in one hand, and a stick of dynamite in the other would be pretty risky, and you'd likely end up burning yourself, or just igniting the whole stick of dynamite in the process. Also do you not need to light the pilot light on the flamethrower before using it, meaning you would still realistically need another source of flame for this process anyways, unless we are just keeping the flamethrower pilot light lit in our back pocket?

Edit: Looking at flamethrowers, it seems like they actually have a built in ignitor for the pilot light, so maybe we are just using that as the ignition source for the dynamite? If so, just ignore me lol

AudBobb avatar Oct 21 '24 14:10 AudBobb

I suppose lighting a fuse is perfectly doable. 1546087265_German soldier lighting his cigarette with a flamethrower, 1917

Night-Pryanik avatar Oct 21 '24 14:10 Night-Pryanik

Fair enough xD

<< Not a flamethrower expert

AudBobb avatar Oct 21 '24 14:10 AudBobb