Files
Aurora.3/code/game/objects/devices/flashlight.dm
mport2004@gmail.com c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00

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/obj/item/device/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
icon_state = "flight0"
w_class = 2
item_state = "flight"
flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
m_amt = 50
g_amt = 20
var
on = 0
brightness_on = 4 //luminosity when on
icon_on = "flight1"
icon_off = "flight0"
attack_self(mob/user)
on = !on
if (on)
icon_state = icon_on
user.total_luminosity += brightness_on
else
icon_state = icon_off
user.total_luminosity -= brightness_on
return
attack(mob/M as mob, mob/user as mob)
src.add_fingerprint(user)
if(src.on && user.zone_sel.selecting == "eyes")
if ((user.mutations & CLOWN || user.brainloss >= 60) && prob(50))//too dumb to use flashlight properly
return ..()//just hit them in the head
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")//don't have dexterity
usr.show_message("\red You don't have the dexterity to do this!",1)
return
var/mob/living/carbon/human/H = M//mob has protective eyewear
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
user << text("\blue You're going to need to remove that [] first.", ((H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : ((H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses")))
return
for(var/mob/O in viewers(M, null))//echo message
if ((O.client && !(O.blinded )))
O.show_message("\blue [(O==user?"You direct":"[user] directs")] [src] to [(M==user? "your":"[M]")] eyes", 1)
if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))//robots and aliens are unaffected
if(M.stat > 1 || M.sdisabilities & 1)//mob is dead or fully blind
if(M!=user)
user.show_message(text("\red [] pupils does not react to the light!", M),1)
else if(M.mutations & XRAY)//mob has X-RAY vision
if(M!=user)
user.show_message(text("\red [] pupils give an eerie glow!", M),1)
else //nothing wrong
flick("flash", M.flash)//flash the affected mob
if(M!=user)
user.show_message(text("\blue [] pupils narrow", M),1)
else
return ..()
pickup(mob/user)
if(on)
src.sd_SetLuminosity(0)
user.total_luminosity += brightness_on
dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
src.sd_SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light. It shines as well as a flashlight."
icon_state = "plight0"
flags = FPRINT | TABLEPASS | CONDUCT
item_state = ""
icon_on = "plight1"
icon_off = "plight0"
brightness_on = 3
//Looks like most of the clothing lights are here
/obj/item/clothing/head/helmet/hardhat/attack_self(mob/user)
on = !on
icon_state = "hardhat[on]_[color]"
item_state = "hardhat[on]_[color]"
if(on)
user.total_luminosity += brightness_on
else
user.total_luminosity -= brightness_on
/obj/item/clothing/head/helmet/hardhat/pickup(mob/user)
if(on)
src.sd_SetLuminosity(0)
user.total_luminosity += brightness_on
/obj/item/clothing/head/helmet/hardhat/dropped(mob/user)
if(on)
user.total_luminosity -= brightness_on
src.sd_SetLuminosity(brightness_on)