Merge pull request #1021 from Aranclanos/FlashesRuntiming

Portable flashers runtime fix.
This commit is contained in:
Matevž Baloh
2013-07-26 11:09:30 -07:00
+39 -40
View File
@@ -23,11 +23,10 @@
density = 1
/obj/machinery/flasher/New()
if(isnull(bulb))
bulb = new /obj/item/device/flash(src)
bulb = new /obj/item/device/flash(src)
/obj/machinery/flasher/power_change()
if ( powered() && bulb && anchored)
if (powered() && bulb && anchored)
stat &= ~NOPOWER
if(bulb.broken)
icon_state = "[base_state]1-p"
@@ -38,44 +37,43 @@
icon_state = "[base_state]1-p"
//Don't want to render prison breaks impossible
/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/machinery/flasher/attackby(obj/item/weapon/W, mob/user)
if (istype(W, /obj/item/weapon/wirecutters))
add_fingerprint(user)
if (bulb)
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
user.visible_message("<span class='warning'>[user] has disconnected [src]'s flashbulb!</span>", "<span class='notice'>You disconnect [src]'s flashbulb!</span>")
bulb.loc = src.loc
bulb = null
src.power_change()
power_change()
if (istype(W, /obj/item/device/flash))
add_fingerprint(user)
if (isnull(bulb))
else if (istype(W, /obj/item/device/flash))
if (!bulb)
user.visible_message("<span class='notice'>[user] installs [W] into [src].</span>", "<span class='notice'>You install [W] into [src].</span>")
user.drop_item()
W.loc = src
bulb = W
src.power_change()
power_change()
else
user << "<span class='notice'>A flashbulb is already installed in [src].</span>"
add_fingerprint(user)
//Let the AI trigger them directly.
/obj/machinery/flasher/attack_ai()
if (src.anchored)
return src.flash()
if (anchored)
return flash()
else
return
/obj/machinery/flasher/proc/flash()
if (!(powered()) || (isnull(bulb)))
if (!powered() || !bulb)
return
if ((bulb.broken) || (src.last_flash && world.time < src.last_flash + 150))
if (bulb.broken || (last_flash && world.time < src.last_flash + 150))
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("[base_state]_flash", src)
src.last_flash = world.time
last_flash = world.time
use_power(1000)
for (var/mob/O in viewers(src, null))
@@ -98,63 +96,64 @@
if(!O.blinded)
flick("flash", O:flash)
O.eye_stat += rand(0, 2)
return 1
/obj/machinery/flasher/emp_act(severity)
if(stat & (BROKEN|NOPOWER))
..(severity)
return
if(prob(75/severity))
if(bulb && prob(75/severity))
flash()
bulb.broken = 1
bulb.icon_state = "flashburnt"
src.power_change()
power_change()
..(severity)
/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
if (src.last_flash && world.time < src.last_flash + 150)
/obj/machinery/flasher/portable/HasProximity(atom/movable/AM)
if (last_flash && world.time < last_flash + 150)
return
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if ((M.m_intent != "walk") && (src.anchored))
src.flash()
if (M.m_intent != "walk" && anchored)
flash()
/obj/machinery/flasher/portable/flash()
..()
if(!..())
return
if(prob(4)) //Small chance to burn out on use
bulb.broken = 1
bulb.icon_state = "flashburnt"
src.power_change()
power_change()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W, mob/user)
if (istype(W, /obj/item/weapon/wrench))
add_fingerprint(user)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
src.anchored = !src.anchored
anchored = !anchored
if (!src.anchored)
if (!anchored)
user.show_message(text("\red [src] can now be moved."))
src.overlays.Cut()
src.power_change()
overlays.Cut()
power_change()
else if (src.anchored)
else if (anchored)
user.show_message(text("\red [src] is now secured."))
src.overlays += "[base_state]-s"
src.power_change()
overlays += "[base_state]-s"
power_change()
else
..()
/obj/machinery/flasher_button/attack_ai(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/flasher_button/attack_ai(mob/user)
return attack_hand(user)
/obj/machinery/flasher_button/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/machinery/flasher_button/attack_paw(mob/user)
return attack_hand(user)
/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob)
return src.attack_hand(user)
/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user)
return attack_hand(user)
/obj/machinery/flasher_button/attack_hand(mob/user as mob)
/obj/machinery/flasher_button/attack_hand(mob/user)
if(stat & (NOPOWER|BROKEN))
return
@@ -167,7 +166,7 @@
icon_state = "launcheract"
for(var/obj/machinery/flasher/M in world)
if(M.id == src.id)
if(M.id == id)
spawn()
M.flash()