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 | /*-- Chemical Lab --*/
#include Library_Structure
#include Library_Ownable
#include Library_Producer
#include Library_LampPost
local hold_production;
public func LampPosition(id def) { return [GetCalcDir()*24,2]; }
func Construction(object creator)
{
	SetAction("Default");
	return _inherited(creator, ...);
}
public func IsHammerBuildable() { return true; }
/*-- Production --*/
public func IsProduct(id product_id)
{
	return product_id->~IsChemicalProduct();
}
private func ProductionTime(id product) { return _inherited(product, ...) ?? 100; }
public func PowerNeed() { return 40; }
public func OnProductionStart(id product)
{
	AddEffect("Working", this, 100, 1, this);
	hold_production = false;
	Sound("Liquids::Boiling", {loop_count = 1});
}
public func OnProductionHold(id product)
{
	hold_production = true;
	Sound("Liquids::Boiling", {loop_count = -1});
	Sound("Fire::Blowout");
}
public func OnProductionContinued(id product)
{
	hold_production = false;
	Sound("Liquids::Boiling", {loop_count = 1});
}
public func OnProductionFinish(id product)
{
	RemoveEffect("Working", this);
	Sound("Liquids::Boiling", {loop_count = -1});
}
protected func FxWorkingTimer()
{
	if(!hold_production)
		Smoking();
}
private func Smoking()
{
	Smoke(-10, -28, 6);
}
local ActMap = {
	Default = {
		Prototype = Action,
		Name = "Default",
		Procedure = DFA_NONE,
		Directions = 2,
		FlipDir = 1,
		Length = 1,
		Delay = 0,
		FacetBase=1,
		NextAction = "Default",
	},
};
local Name = "$Name$";
local Description ="$Description$";
local ContainBlast = true;
local BlastIncinerate = 100;
local FireproofContainer = true;
local HitPoints = 70;
local Components = {Wood = 3, Metal = 2};
 |