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Admin tool, the life candle! (#23955)
* Admin tool, the life candle! 🆑 coiax add: Added an admin only tool, the life candle. Touch the candle, and when you die, you'll respawn shortly afterwards. Touch it again to stop. Used for testing, thunderdome brawls and good old fashioned memery. /🆑 Requested. * Bug fixes * Moves life_candle.dm
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@@ -24,6 +24,7 @@
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glide_size = 8
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appearance_flags = TILE_BOUND
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var/datum/forced_movement/force_moving = null //handled soley by forced_movement.dm
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var/floating = FALSE
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/atom/movable/SDQL_update(const/var_name, new_value)
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if(var_name == "step_x" || var_name == "step_y" || var_name == "step_size" || var_name == "bound_x" || var_name == "bound_y" || var_name == "bound_width" || var_name == "bound_height")
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@@ -418,3 +419,15 @@
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return FALSE
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acted_explosions += ex_id
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return TRUE
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/atom/movable/proc/float(on)
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if(throwing)
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return
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if(on && !floating)
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animate(src, pixel_y = pixel_y + 2, time = 10, loop = -1)
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sleep(10)
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animate(src, pixel_y = pixel_y - 2, time = 10, loop = -1)
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floating = TRUE
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else if (!on && floating)
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animate(src, pixel_y = initial(pixel_y), time = 10)
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floating = FALSE
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@@ -0,0 +1,90 @@
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/obj/structure/life_candle
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name = "life candle"
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desc = "You are dead. Insert quarter to continue."
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icon = 'icons/obj/candle.dmi'
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icon_state = "candle1"
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var/icon_state_active = "candle1_lit"
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var/icon_state_inactive = "candle1"
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anchored = TRUE
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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var/lit_luminosity = 2
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var/list/datum/mind/linked_minds = list()
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// If the body is destroyed, what do we spawn for them
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var/mob_type = /mob/living/carbon/human
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// If the respawned person is given a specific outfit
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var/datum/outfit/outfit
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// How long until we respawn them after their death.
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var/respawn_time = 50
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var/respawn_sound = 'sound/magic/Staff_animation.ogg'
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/obj/structure/life_candle/attack_hand(mob/user)
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if(!user.mind)
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return
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if(user.mind in linked_minds)
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user.visible_message("<span class='notice'>[user] reaches out and pinches the flame of [src].</span>", "<span class='warning'>You sever the connection between yourself and [src].</span>")
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linked_minds -= user.mind
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else
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user.visible_message("<span class='notice'>[user] touches [src]. It seems to respond to their presence!</span>", "<span class='warning'>You create a connection between you and [src].</span>")
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linked_minds |= user.mind
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update_icon()
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float(linked_minds.len)
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if(linked_minds.len)
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START_PROCESSING(SSobj, src)
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SetLuminosity(lit_luminosity)
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else
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STOP_PROCESSING(SSobj, src)
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SetLuminosity(0)
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/obj/structure/life_candle/update_icon()
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if(linked_minds.len)
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icon_state = icon_state_active
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else
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icon_state = icon_state_inactive
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/obj/structure/life_candle/examine(mob/user)
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. = ..()
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if(linked_minds.len)
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user << "[src] is active, and linked to [linked_minds.len] souls."
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else
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user << "It is static, still, unmoving."
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/obj/structure/life_candle/process()
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if(!linked_minds.len)
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STOP_PROCESSING(SSobj, src)
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return
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for(var/m in linked_minds)
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var/datum/mind/mind = m
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if(!mind.current || (mind.current && mind.current.stat == DEAD))
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addtimer(CALLBACK(src, .proc/respawn, mind), respawn_time, TIMER_UNIQUE)
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/obj/structure/life_candle/proc/respawn(datum/mind/mind)
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var/turf/T = get_turf(src)
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var/mob/living/body
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if(mind.current)
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if(mind.current.stat != DEAD)
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return
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else
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body = mind.current
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if(!body)
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body = new mob_type(T)
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var/mob/ghostie = mind.get_ghost(TRUE)
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if(ghostie.client && ghostie.client.prefs)
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ghostie.client.prefs.copy_to(body)
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mind.transfer_to(body)
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else
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body.forceMove(T)
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body.revive(1,1)
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mind.grab_ghost(TRUE)
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body.flash_act()
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if(ishuman(body) && istype(outfit))
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outfit.equip(body)
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playsound(T, respawn_sound, 50, 1)
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@@ -598,7 +598,7 @@
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if(!override)
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float(!has_gravity)
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/mob/living/proc/float(on)
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/mob/living/float(on)
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if(throwing)
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return
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var/fixed = 0
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@@ -44,7 +44,6 @@
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var/ventcrawler = 0 //0 No vent crawling, 1 vent crawling in the nude, 2 vent crawling always
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var/limb_destroyer = 0 //1 Sets AI behavior that allows mobs to target and dismember limbs with their basic attack.
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var/floating = 0
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var/mob_size = MOB_SIZE_HUMAN
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var/metabolism_efficiency = 1 //more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..
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var/list/image/staticOverlays = list()
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@@ -75,4 +74,4 @@
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var/list/status_effects //a list of all status effects the mob has
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var/list/implants = null
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var/tesla_ignore = FALSE
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var/tesla_ignore = FALSE
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@@ -56,6 +56,5 @@
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M.key = key
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if(delete_old_mob)
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spawn(1)
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qdel(src)
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QDEL_IN(src, 1)
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return M
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@@ -849,6 +849,7 @@
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#include "code\game\objects\structures\kitchen_spike.dm"
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#include "code\game\objects\structures\ladders.dm"
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#include "code\game\objects\structures\lattice.dm"
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#include "code\game\objects\structures\life_candle.dm"
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#include "code\game\objects\structures\mineral_doors.dm"
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#include "code\game\objects\structures\mirror.dm"
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#include "code\game\objects\structures\mop_bucket.dm"
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