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Overview With the new implementation of Brain Trauma, I find it would be best for the antidepressants to include some relation to it. Obviously, Lord Fowl was away ahead of me and implemented them in the update already, but not the way that I would like it to be implemented. Antidepressants Currently, taking antidepressants suppress brain trauma conditions, however the suppression of brain trauma is not relative to the strength and dosage of the medication much like actual antidepressants. This proof-of-concept update now introduces a framework that factors in the dosage of the medication when it comes to applying or removing brain trauma effects, as well as adds harsher penalties for missing dosages which are relative to your regular dose. Additional antidepressants are added to the update. Antidepressants are no longer a "one pill cures all" but many pills that cures 1-4 things. There are also two additional medications that act as some sort of loyalty pill, and a pill that acts as a disloyalty pill. The messages for the disloyalty pill only express rebellious nature, and isn't meant as a pill that gives an excuse to antagonize. The following brain traumas are no longer cured by pills: Dumbness Gerstmann Syndrome Cerebral Near-Blindness Mutism Cerebral Blindness Paralysis Narcolepsy Discoordination Aphasia Smoking Cigarettes and Cigars All cigarettes and cigars have a tobacco and nicotine reagent. These reagents slowly deals minor organ damage to certain organs while acting as a very mild painkiller, antidepressant, and stimulant. Like before, cigarettes can be injected with additional medicine, however the medicine is applied over time while you're smoking it, instead of all at once. Custom cigarettes can be made in the biogenerator, our found elsewhere, and can hold up to 15 units of reagents. Breathing Breathing emotes are played every second. Before, being in a smoke cloud would force you to "eat" the smoke. This update fixes it so that the smoke is breathed in instead. Currently, there isn't really any change, but it adds potential for new reagent effects such as inhalers or gassing people properly. If you have a mask with internals on, you're immune to the effects. Additional Changes Most reagents had no effect if they had less than 0.01 metabolism. This update fixes that so that most reagents can metabolize at less than 0.01. Painkillers and other special reagents still have a similar cap. Discussion thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=10261
335 lines
10 KiB
Plaintext
335 lines
10 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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item_state = "flashlight"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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light_color = LIGHT_COLOR_HALOGEN
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uv_intensity = 50
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light_wedge = LIGHT_WIDE
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 3 //luminosity when on
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var/activation_sound = 'sound/items/flashlight.ogg'
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/obj/item/device/flashlight/Initialize()
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if (on)
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light_range = brightness_on
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update_icon()
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. = ..()
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/obj/item/device/flashlight/update_icon()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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set_light(brightness_on)
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else
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icon_state = "[initial(icon_state)]"
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set_light(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
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return 0
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on = !on
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if(on && activation_sound)
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playsound(src.loc, activation_sound, 75, 1)
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update_icon()
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user.update_action_buttons()
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return 1
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/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == "eyes")
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if(((CLUMSY in user.mutations) || (DUMB in user.mutations)) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(H))
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if(M:eyecheck())
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user << span("warning", "You're going to need to remove \The [M]'s eye protection first.")
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return
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var/obj/item/organ/vision
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if(H.species.vision_organ)
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vision = H.internal_organs_by_name[H.species.vision_organ]
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if(!vision)
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user << span("warning", "You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!")
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user.visible_message(span("notice", "\The [user] directs [src] to [M]'s eyes."), span("notice", "You direct [src] to [M]'s eyes."))
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if (H != user) //can't look into your own eyes buster
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if(M.stat == DEAD || M.blinded) //mob is dead or fully blind
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user << span("warning","\The [M]'s pupils do not react to the light!")
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return
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if(XRAY in M.mutations)
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user << span("notice", "\The [M]'s pupils give an eerie glow!")
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if(vision.damage)
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user << span("warning", "There's visible damage to [M]'s [vision.name]!")
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else if(M.eye_blurry)
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user << span("notice", "\The [M]'s pupils react slower than normally.")
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if(M.getBrainLoss() > 15)
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user << span("notice", "There's visible lag between left and right pupils' reactions.")
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var/list/pinpoint = list("oxycodone"=1,"tramadol"=5)
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var/list/dilating = list("space_drugs"=5,"mindbreaker"=1)
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if(M.reagents.has_any_reagent(pinpoint) || H.ingested.has_any_reagent(pinpoint) || H.breathing.has_any_reagent(pinpoint))
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user << span("notice", "\The [M]'s pupils are already pinpoint and cannot narrow any more.")
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else if(M.reagents.has_any_reagent(dilating) || H.ingested.has_any_reagent(dilating) || H.breathing.has_any_reagent(dilating))
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user << span("notice", "\The [M]'s pupils narrow slightly, but are still very dilated.")
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else
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user << span("notice", "\The [M]'s pupils narrow.")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN) //can be used offensively
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flick("flash", M.flash)
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else
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return ..()
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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slot_flags = SLOT_EARS
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brightness_on = 2
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w_class = 1
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light_wedge = LIGHT_OMNI
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/obj/item/device/flashlight/drone
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name = "low-power flashlight"
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desc = "A miniature lamp, that might be used by small robots."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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brightness_on = 2
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w_class = 1
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/obj/item/device/flashlight/heavy
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name = "heavy duty flashlight"
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desc = "A high-luminosity flashlight for specialist duties."
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icon_state = "heavyflashlight"
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item_state = "heavyflashlight"
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brightness_on = 4
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w_class = 3
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uv_intensity = 60
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matter = list(DEFAULT_WALL_MATERIAL = 100,"glass" = 70)
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contained_sprite = 1
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light_wedge = LIGHT_SEMI
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/obj/item/device/flashlight/maglight
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name = "maglight"
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desc = "A heavy flashlight designed for security personnel."
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icon_state = "maglight"
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item_state = "maglight"
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force = 10
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brightness_on = 5
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w_class = 3
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uv_intensity = 70
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attack_verb = list("slammed", "whacked", "bashed", "thunked", "battered", "bludgeoned", "thrashed")
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matter = list(DEFAULT_WALL_MATERIAL = 200,"glass" = 100)
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hitsound = 'sound/weapons/smash.ogg'
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contained_sprite = 1
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light_wedge = LIGHT_NARROW
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// the desk lamps are a bit special
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/obj/item/device/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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item_state = "lamp"
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brightness_on = 5
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w_class = 5
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flags = CONDUCT
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uv_intensity = 100
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on = 1
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slot_flags = 0 //No wearing desklamps
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light_wedge = LIGHT_OMNI
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// green-shaded desk lamp
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/obj/item/device/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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item_state = "lampgreen"
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brightness_on = 5
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light_color = "#FFC58F"
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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// FLARES
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/obj/item/device/flashlight/flare
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name = "flare"
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desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
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w_class = 2.0
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brightness_on = 4 // Pretty bright.
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light_power = 4
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light_color = LIGHT_COLOR_FLARE
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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var/fuel = 0
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uv_intensity = 100
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var/on_damage = 7
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var/produce_heat = 1500
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light_wedge = LIGHT_OMNI
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activation_sound = 'sound/items/flare.ogg'
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/obj/item/device/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/device/flashlight/flare/process()
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var/turf/pos = get_turf(src)
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if(pos)
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pos.hotspot_expose(produce_heat, 5)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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src.force = initial(src.force)
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src.damtype = initial(src.damtype)
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update_icon()
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/obj/item/device/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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user << "<span class='notice'>It's out of fuel.</span>"
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return
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if(on)
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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START_PROCESSING(SSprocessing, src)
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/obj/item/device/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "A glowing ball of what appears to be amber."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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w_class = 1
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brightness_on = 6
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uv_intensity = 200
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on = 1 //Bio-luminesence has one setting, on.
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light_color = LIGHT_COLOR_SLIME_LAMP
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light_wedge = LIGHT_OMNI
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/obj/item/device/flashlight/slime/update_icon()
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return
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/obj/item/device/flashlight/slime/attack_self(mob/user)
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return //Bio-luminescence does not toggle.
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//Glowsticks
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/obj/item/device/flashlight/glowstick
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name = "green glowstick"
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desc = "A green military-grade glowstick."
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w_class = 2
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brightness_on = 1.5
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light_power = 1
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light_color = "#49F37C"
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icon = 'icons/obj/glowsticks.dmi'
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icon_state = "glowstick"
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item_state = "glowstick"
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contained_sprite = 1
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uv_intensity = 255
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var/fuel = 0
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light_wedge = LIGHT_OMNI
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activation_sound = null
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/obj/item/device/flashlight/glowstick/New()
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fuel = rand(900, 1200)
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..()
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/obj/item/device/flashlight/glowstick/process()
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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STOP_PROCESSING(SSprocessing, src)
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/obj/item/device/flashlight/glowstick/proc/turn_off()
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on = 0
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update_icon()
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/obj/item/device/flashlight/glowstick/attack_self(var/mob/living/user)
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if(((CLUMSY in user.mutations)) && prob(50))
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user << "<span class='notice'>You break \the [src] apart, spilling its contents everywhere!</span>"
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fuel = 0
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new /obj/effect/decal/cleanable/greenglow(get_turf(user))
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user.apply_effect((rand(15,30)),IRRADIATE,blocked = user.getarmor(null, "rad"))
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qdel(src)
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return
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if(!fuel)
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user << "<span class='notice'>\The [src] has already been used.</span>"
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return
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if(on)
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user << "<span class='notice'>\The [src] has already been turned on.</span>"
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return
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. = ..()
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if(.)
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user.visible_message("<span class='notice'>[user] cracks and shakes \the [src].</span>", "<span class='notice'>You crack and shake \the [src], turning it on!</span>")
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START_PROCESSING(SSprocessing, src)
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/obj/item/device/flashlight/glowstick/red
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name = "red glowstick"
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desc = "A red military-grade glowstick."
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light_color = LIGHT_COLOR_RED //"#FC0F29"
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icon_state = "glowstick_red"
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item_state = "glowstick_red"
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/obj/item/device/flashlight/glowstick/blue
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name = "blue glowstick"
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desc = "A blue military-grade glowstick."
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light_color = LIGHT_COLOR_BLUE //"#599DFF"
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icon_state = "glowstick_blue"
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item_state = "glowstick_blue"
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/obj/item/device/flashlight/glowstick/orange
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name = "orange glowstick"
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desc = "A orange military-grade glowstick."
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light_color = LIGHT_COLOR_ORANGE//"#FA7C0B"
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icon_state = "glowstick_orange"
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item_state = "glowstick_orange"
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/obj/item/device/flashlight/glowstick/yellow
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name = "yellow glowstick"
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desc = "A yellow military-grade glowstick."
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light_color = LIGHT_COLOR_YELLOW //"#FEF923"
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icon_state = "glowstick_yellow"
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item_state = "glowstick_yellow"
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