/obj/item/flashlight name = "flashlight" desc = "A hand-held emergency light." custom_price = PAYCHECK_EASY icon = 'icons/obj/lighting.dmi' icon_state = "flashlight" inhand_icon_state = "flashlight" worn_icon_state = "flashlight" lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT custom_materials = list(/datum/material/iron=50, /datum/material/glass=20) actions_types = list(/datum/action/item_action/toggle_light) light_system = MOVABLE_LIGHT_DIRECTIONAL light_range = 4 light_power = 1 light_on = FALSE var/on = FALSE /* SKYRAT EDIT REMOVAL - MOVED TO MODUALR FLASHLIGHT.DM /obj/item/flashlight/Initialize(mapload) . = ..() if(icon_state == "[initial(icon_state)]-on") on = TRUE update_brightness() /obj/item/flashlight/proc/update_brightness(mob/user) if(on) icon_state = "[initial(icon_state)]-on" else icon_state = initial(icon_state) set_light_on(on) if(light_system == STATIC_LIGHT) update_light() /obj/item/flashlight/attack_self(mob/user) on = !on playsound(user, on ? 'sound/weapons/magin.ogg' : 'sound/weapons/magout.ogg', 40, TRUE) update_brightness(user) update_action_buttons() return 1 */ /obj/item/flashlight/suicide_act(mob/living/carbon/human/user) if (user.is_blind()) user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!")) return SHAME user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!")) return (FIRELOSS) /obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user) add_fingerprint(user) if(istype(M) && on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))) if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly return ..() //just hit them in the head if(!ISADVANCEDTOOLUSER(user)) to_chat(user, span_warning("You don't have the dexterity to do this!")) return if(!M.get_bodypart(BODY_ZONE_HEAD)) to_chat(user, span_warning("[M] doesn't have a head!")) return if(light_power < 1) to_chat(user, "[span_warning("\The [src] isn't bright enough to see anything!")] ") return switch(user.zone_selected) if(BODY_ZONE_PRECISE_EYES) if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES)) to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first!")) return var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES) if(!E) to_chat(user, span_warning("[M] doesn't have any eyes!")) return if(M == user) //they're using it on themselves if(M.flash_act(visual = 1)) M.visible_message(span_notice("[M] directs [src] to [M.p_their()] eyes."), span_notice("You wave the light in front of your eyes! Trippy!")) else M.visible_message(span_notice("[M] directs [src] to [M.p_their()] eyes."), span_notice("You wave the light in front of your eyes.")) else user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), \ span_danger("You direct [src] to [M]'s eyes.")) if(M.stat == DEAD || (M.is_blind()) || !M.flash_act(visual = 1)) //mob is dead or fully blind to_chat(user, span_warning("[M]'s pupils don't react to the light!")) else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision to_chat(user, span_danger("[M]'s pupils give an eerie glow!")) else //they're okay! to_chat(user, span_notice("[M]'s pupils narrow.")) if(BODY_ZONE_PRECISE_MOUTH) if(M.is_mouth_covered()) to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!")) return var/their = M.p_their() var/list/mouth_organs = new for(var/obj/item/organ/O in M.internal_organs) if(O.zone == BODY_ZONE_PRECISE_MOUTH) mouth_organs.Add(O) var/organ_list = "" var/organ_count = LAZYLEN(mouth_organs) if(organ_count) for(var/I in 1 to organ_count) if(I > 1) if(I == mouth_organs.len) organ_list += ", and " else organ_list += ", " var/obj/item/organ/O = mouth_organs[I] organ_list += (O.gender == "plural" ? O.name : "\an [O.name]") var/pill_count = 0 for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions) pill_count++ if(M == user) var/can_use_mirror = FALSE if(isturf(user.loc)) var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc) if(mirror) switch(user.dir) if(NORTH) can_use_mirror = mirror.pixel_y > 0 if(SOUTH) can_use_mirror = mirror.pixel_y < 0 if(EAST) can_use_mirror = mirror.pixel_x > 0 if(WEST) can_use_mirror = mirror.pixel_x < 0 M.visible_message(span_notice("[M] directs [src] to [their] mouth."), \ span_notice("You point [src] into your mouth.")) if(!can_use_mirror) to_chat(user, span_notice("You can't see anything without a mirror.")) return if(organ_count) to_chat(user, span_notice("Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].")) else to_chat(user, span_notice("There's nothing inside your mouth.")) if(pill_count) to_chat(user, span_notice("You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].")) else user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."),\ span_notice("You direct [src] to [M]'s mouth.")) if(organ_count) to_chat(user, span_notice("Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list].")) else to_chat(user, span_notice("[M] doesn't have any organs in [their] mouth.")) if(pill_count) to_chat(user, span_notice("[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.")) else return ..() /obj/item/flashlight/pen name = "penlight" desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance." icon_state = "penlight" inhand_icon_state = "" worn_icon_state = "pen" w_class = WEIGHT_CLASS_TINY flags_1 = CONDUCT_1 light_range = 2 var/holo_cooldown = 0 /obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag) . = ..() if(!proximity_flag) if(holo_cooldown > world.time) to_chat(user, span_warning("[src] is not ready yet!")) return var/T = get_turf(target) if(locate(/mob/living) in T) new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow holo_cooldown = world.time + 10 SECONDS return // see: [/datum/wound/burn/proc/uv()] /obj/item/flashlight/pen/paramedic name = "paramedic penlight" desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into." icon_state = "penlight_surgical" /// Our current UV cooldown COOLDOWN_DECLARE(uv_cooldown) /// How long between UV fryings var/uv_cooldown_length = 30 SECONDS /// How much sanitization to apply to the burn wound var/uv_power = 1 /obj/effect/temp_visual/medical_holosign name = "medical holosign" desc = "A small holographic glow that indicates a medic is coming to treat a patient." icon_state = "medi_holo" duration = 30 /obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator) . = ..() playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise! if(creator) visible_message(span_danger("[creator] created a medical hologram!")) /obj/item/flashlight/seclite name = "seclite" desc = "A robust flashlight used by security." icon_state = "seclite" inhand_icon_state = "seclite" worn_icon_state = "seclite" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' force = 9 // Not as good as a stun baton. light_range = 5 // A little better than the standard flashlight. hitsound = 'sound/weapons/genhit1.ogg' // the desk lamps are a bit special /obj/item/flashlight/lamp name = "desk lamp" desc = "A desk lamp with an adjustable mount." icon_state = "lamp" inhand_icon_state = "lamp" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' force = 10 light_range = 5 light_system = STATIC_LIGHT w_class = WEIGHT_CLASS_BULKY flags_1 = CONDUCT_1 custom_materials = null on = TRUE // green-shaded desk lamp /obj/item/flashlight/lamp/green desc = "A classic green-shaded desk lamp." icon_state = "lampgreen" inhand_icon_state = "lampgreen" /obj/item/flashlight/lamp/verb/toggle_light() set name = "Toggle light" set category = "Object" set src in oview(1) if(!usr.stat) attack_self(usr) //Bananalamp /obj/item/flashlight/lamp/bananalamp name = "banana lamp" desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring." icon_state = "bananalamp" inhand_icon_state = "bananalamp" // FLARES /obj/item/flashlight/flare name = "flare" desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'." w_class = WEIGHT_CLASS_SMALL light_range = 7 // Pretty bright. icon_state = "flare" inhand_icon_state = "flare" worn_icon_state = "flare" actions_types = list() /// How many seconds of fuel we have left var/fuel = 0 var/on_damage = 7 var/produce_heat = 1500 heat = 1000 light_color = LIGHT_COLOR_FLARE light_system = MOVABLE_LIGHT grind_results = list(/datum/reagent/sulfur = 15) /obj/item/flashlight/flare/Initialize(mapload) . = ..() fuel = rand(1600, 2000) /obj/item/flashlight/flare/process(delta_time) open_flame(heat) fuel = max(fuel -= delta_time, 0) if(fuel <= 0 || !on) turn_off() if(!fuel) icon_state = "[initial(icon_state)]-empty" STOP_PROCESSING(SSobj, src) /obj/item/flashlight/flare/ignition_effect(atom/A, mob/user) . = fuel && on ? span_notice("[user] lights [A] with [src] like a real badass.") : "" /obj/item/flashlight/flare/turn_off() //SKYRAT EDIT CHANGE //on = FALSE SKYRAT EDIT REMOVAL force = initial(src.force) damtype = initial(src.damtype) /* SKYRAT EDIT REMOVAL if(ismob(loc)) var/mob/U = loc update_brightness(U) else update_brightness(null) */ . = ..() /obj/item/flashlight/flare/update_brightness(mob/user = null) ..() if(on) inhand_icon_state = "[initial(inhand_icon_state)]-on" else inhand_icon_state = "[initial(inhand_icon_state)]" /obj/item/flashlight/flare/attack_self(mob/user) // Usual checks if(fuel <= 0) to_chat(user, span_warning("[src] is out of fuel!")) return if(on) to_chat(user, span_warning("[src] is already on!")) return . = ..() // All good, turn it on. if(.) user.visible_message(span_notice("[user] lights \the [src]."), span_notice("You light \the [src]!")) force = on_damage damtype = BURN START_PROCESSING(SSobj, src) /obj/item/flashlight/flare/get_temperature() return on * heat /obj/item/flashlight/flare/torch name = "torch" desc = "A torch fashioned from some leaves and a log." w_class = WEIGHT_CLASS_SMALL light_range = 4 icon_state = "torch" inhand_icon_state = "torch" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' light_color = LIGHT_COLOR_ORANGE on_damage = 10 slot_flags = null /obj/item/flashlight/lantern name = "lantern" icon_state = "lantern" inhand_icon_state = "lantern" lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi' desc = "A mining lantern." light_range = 6 // luminosity when on light_system = MOVABLE_LIGHT /obj/item/flashlight/lantern/heirloom_moth name = "old lantern" desc = "An old lantern that has seen plenty of use." light_range = 4 /obj/item/flashlight/lantern/syndicate name = "suspicious lantern" desc = "A suspicious looking lantern." icon_state = "syndilantern" inhand_icon_state = "syndilantern" light_range = 10 /obj/item/flashlight/lantern/jade name = "jade lantern" desc = "An ornate, green lantern." color = LIGHT_COLOR_GREEN light_color = LIGHT_COLOR_GREEN /obj/item/flashlight/slime gender = PLURAL name = "glowing slime extract" desc = "Extract from a yellow slime. It emits a strong light when squeezed." icon = 'icons/obj/lighting.dmi' icon_state = "slime" inhand_icon_state = "slime" w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_BELT custom_materials = null light_range = 7 //luminosity when on light_system = MOVABLE_LIGHT /obj/item/flashlight/emp special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT special_desc = "This flashlight is equipped with a miniature EMP generator." //SKYRAT EDIT var/emp_max_charges = 4 var/emp_cur_charges = 4 var/charge_timer = 0 /// How many seconds between each recharge var/charge_delay = 20 /obj/item/flashlight/emp/Initialize(mapload) . = ..() START_PROCESSING(SSobj, src) /obj/item/flashlight/emp/Destroy() STOP_PROCESSING(SSobj, src) . = ..() /obj/item/flashlight/emp/process(delta_time) charge_timer += delta_time if(charge_timer < charge_delay) return FALSE charge_timer -= charge_delay emp_cur_charges = min(emp_cur_charges+1, emp_max_charges) return TRUE /obj/item/flashlight/emp/attack(mob/living/M, mob/living/user) if(on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))) // call original attack when examining organs ..() return /obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity) . = ..() if(!proximity) return if(emp_cur_charges > 0) emp_cur_charges -= 1 if(ismob(A)) var/mob/M = A log_combat(user, M, "attacked", "EMP-light") M.visible_message(span_danger("[user] blinks \the [src] at \the [A]."), \ span_userdanger("[user] blinks \the [src] at you.")) else A.visible_message(span_danger("[user] blinks \the [src] at \the [A].")) to_chat(user, span_notice("\The [src] now has [emp_cur_charges] charge\s.")) A.emp_act(EMP_HEAVY) else to_chat(user, span_warning("\The [src] needs time to recharge!")) return /obj/item/flashlight/emp/debug //for testing emp_act() name = "debug EMP flashlight" emp_max_charges = 100 emp_cur_charges = 100 // Glowsticks, in the uncomfortable range of similar to flares, // but not similar enough to make it worth a refactor /obj/item/flashlight/glowstick name = "glowstick" desc = "A military-grade glowstick." custom_price = PAYCHECK_PRISONER w_class = WEIGHT_CLASS_SMALL light_range = 4 light_system = MOVABLE_LIGHT color = LIGHT_COLOR_GREEN icon_state = "glowstick" base_icon_state = "glowstick" inhand_icon_state = "glowstick" worn_icon_state = "lightstick" grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick /// How many seconds of fuel we have left var/fuel = 0 /obj/item/flashlight/glowstick/Initialize(mapload) fuel = rand(3200, 4000) set_light_color(color) return ..() /obj/item/flashlight/glowstick/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/flashlight/glowstick/process(delta_time) fuel = max(fuel - delta_time, 0) if(fuel <= 0) turn_off() STOP_PROCESSING(SSobj, src) update_appearance() /* SKYRAT EDIT REMOVAL /obj/item/flashlight/glowstick/proc/turn_off() on = FALSE update_appearance() */ /obj/item/flashlight/glowstick/update_appearance(updates=ALL) . = ..() if(fuel <= 0) set_light_on(FALSE) return if(on) set_light_on(TRUE) return /obj/item/flashlight/glowstick/update_icon_state() icon_state = "[base_icon_state][(fuel <= 0) ? "-empty" : ""]" inhand_icon_state = "[base_icon_state][((fuel > 0) && on) ? "-on" : ""]" return ..() /obj/item/flashlight/glowstick/update_overlays() . = ..() if(fuel <= 0 && !on) return var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow") glowstick_overlay.color = color . += glowstick_overlay /obj/item/flashlight/glowstick/attack_self(mob/user) if(fuel <= 0) to_chat(user, span_notice("[src] is spent.")) return if(on) to_chat(user, span_warning("[src] is already lit!")) return . = ..() if(.) user.visible_message(span_notice("[user] cracks and shakes [src]."), span_notice("You crack and shake [src], turning it on!")) START_PROCESSING(SSobj, src) /obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user) if(!fuel) user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but it's empty!")) return SHAME var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES) if(!eyes) user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!")) return SHAME user.visible_message(span_suicide("[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!")) fuel = 0 return (FIRELOSS) /obj/item/flashlight/glowstick/red name = "red glowstick" color = COLOR_SOFT_RED /obj/item/flashlight/glowstick/blue name = "blue glowstick" color = LIGHT_COLOR_BLUE /obj/item/flashlight/glowstick/cyan name = "cyan glowstick" color = LIGHT_COLOR_CYAN /obj/item/flashlight/glowstick/orange name = "orange glowstick" color = LIGHT_COLOR_ORANGE /obj/item/flashlight/glowstick/yellow name = "yellow glowstick" color = LIGHT_COLOR_YELLOW /obj/item/flashlight/glowstick/pink name = "pink glowstick" color = LIGHT_COLOR_PINK /obj/item/flashlight/spotlight //invisible lighting source name = "disco light" desc = "Groovy..." icon_state = null light_system = MOVABLE_LIGHT light_range = 4 light_power = 10 alpha = 0 layer = 0 on = TRUE anchored = TRUE resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF ///Boolean that switches when a full color flip ends, so the light can appear in all colors. var/even_cycle = FALSE ///Base light_range that can be set on Initialize to use in smooth light range expansions and contractions. var/base_light_range = 4 /obj/item/flashlight/spotlight/Initialize(mapload, _light_range, _light_power, _light_color) . = ..() if(!isnull(_light_range)) base_light_range = _light_range set_light_range(_light_range) if(!isnull(_light_power)) set_light_power(_light_power) if(!isnull(_light_color)) set_light_color(_light_color) /obj/item/flashlight/flashdark name = "flashdark" desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure." icon_state = "flashdark" inhand_icon_state = "flashdark" light_system = STATIC_LIGHT //The overlay light component is not yet ready to produce darkness. light_range = 0 ///Variable to preserve old lighting behavior in flashlights, to handle darkness. var/dark_light_range = 2.5 ///Variable to preserve old lighting behavior in flashlights, to handle darkness. var/dark_light_power = -3 /obj/item/flashlight/flashdark/update_brightness(mob/user) . = ..() if(on) set_light(dark_light_range, dark_light_power) else set_light(0) //type and subtypes spawned and used to give some eyes lights, /obj/item/flashlight/eyelight name = "eyelight" desc = "This shouldn't exist outside of someone's head, how are you seeing this?" light_system = MOVABLE_LIGHT light_range = 15 light_power = 1 flags_1 = CONDUCT_1 item_flags = DROPDEL actions_types = list() /obj/item/flashlight/eyelight/adapted name = "adaptedlight" desc = "There is no possible way for a player to see this, so I can safely talk at length about why this exists. Adapted eyes come \ with icons that go above the lighting layer so to make sure the red eyes that pierce the darkness are always visible we make the \ human emit the smallest amount of light possible. Thanks for reading :)" light_range = 1 light_power = 0.07