#define FAILURE 0 #define SUCCESS 1 #define NO_FUEL 2 #define ALREADY_LIT 3 /obj/item/flashlight name = "flashlight" desc = "A hand-held emergency light." custom_price = PAYCHECK_CREW icon = 'icons/obj/lighting.dmi' dir = WEST icon_state = "flashlight" inhand_icon_state = "flashlight" worn_icon_state = "flashlight" lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi' righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi' w_class = WEIGHT_CLASS_SMALL flags_1 = CONDUCT_1 slot_flags = ITEM_SLOT_BELT custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2) actions_types = list(/datum/action/item_action/toggle_light) light_system = MOVABLE_LIGHT_DIRECTIONAL light_range = 4 light_power = 1 light_on = FALSE /// Can we toggle this light on and off (used for contexual screentips only) var/toggle_context = TRUE /// The sound the light makes when it's turned on var/sound_on = 'sound/weapons/magin.ogg' /// The sound the light makes when it's turned off var/sound_off = 'sound/weapons/magout.ogg' /// Is the light turned on or off currently var/on = FALSE /obj/item/flashlight/Initialize(mapload) . = ..() if(icon_state == "[initial(icon_state)]-on") on = TRUE update_brightness() register_context() /obj/item/flashlight/add_context(atom/source, list/context, obj/item/held_item, mob/living/user) // single use lights can be toggled on once if(isnull(held_item) && (toggle_context || !on)) context[SCREENTIP_CONTEXT_RMB] = "Toggle light" return CONTEXTUAL_SCREENTIP_SET if(istype(held_item, /obj/item/flashlight) && (toggle_context || !on)) context[SCREENTIP_CONTEXT_LMB] = "Toggle light" return CONTEXTUAL_SCREENTIP_SET return NONE /obj/item/flashlight/proc/update_brightness() if(on) icon_state = "[initial(icon_state)]-on" if(!isnull(inhand_icon_state)) inhand_icon_state = "[initial(inhand_icon_state)]-on" else icon_state = initial(icon_state) if(!isnull(inhand_icon_state)) inhand_icon_state = initial(inhand_icon_state) set_light_on(on) if(light_system == STATIC_LIGHT) update_light() /obj/item/flashlight/proc/toggle_light() on = !on playsound(src, on ? sound_on : sound_off, 40, TRUE) update_brightness() update_item_action_buttons() return TRUE /obj/item/flashlight/attack_self(mob/user) toggle_light() /obj/item/flashlight/attack_hand_secondary(mob/user, list/modifiers) attack_self(user) return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN /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 var/render_list = list()//information will be packaged in a list for clean display to the user 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/internal/eyes/E = M.get_organ_slot(ORGAN_SLOT_EYES) var/obj/item/organ/internal/brain = M.get_organ_slot(ORGAN_SLOT_BRAIN) if(!E) to_chat(user, span_warning("[M] doesn't have any eyes!")) return M.flash_act(visual = TRUE, length = (user.combat_mode) ? 2.5 SECONDS : 1 SECONDS) // Apply a 1 second flash effect to the target. The duration increases to 2.5 Seconds if you have combat mode on. if(M == user) //they're using it on themselves user.visible_message(span_warning("[user] shines [src] into [M.p_their()] eyes."), ignored_mobs = user) render_list += span_info("You direct [src] to into your eyes:\n") if(M.is_blind()) render_list += "You're not entirely certain what you were expecting...\n" else render_list += "Trippy!\n" else user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), ignored_mobs = user) render_list += span_info("You direct [src] to [M]'s eyes:\n") if(M.stat == DEAD || M.is_blind()) render_list += "[M.p_their(TRUE)] pupils don't react to the light!\n"//mob is dead else if(brain.damage > 20) render_list += "[M.p_their(TRUE)] pupils contract unevenly!\n"//mob has sustained damage to their brain else render_list += "[M.p_their(TRUE)] pupils narrow.\n"//they're okay :D if(M.dna && M.dna.check_mutation(/datum/mutation/human/xray)) render_list += "[M.p_their(TRUE)] pupils give an eerie glow!\n"//mob has X-ray vision //display our packaged information in an examine block for easy reading to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO) 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/list/mouth_organs = new for(var/obj/item/organ/organ as anything in M.organs) if(organ.zone == BODY_ZONE_PRECISE_MOUTH) mouth_organs.Add(organ) 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)//if we're looking on our own mouth 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 [ M.p_their()] mouth."), ignored_mobs = user) render_list += span_info("You point [src] into your mouth:\n") if(!can_use_mirror) to_chat(user, span_notice("You can't see anything without a mirror.")) return if(organ_count) render_list += "Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].\n" else render_list += "There's nothing inside your mouth.\n" if(pill_count) render_list += "You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].\n" else //if we're looking in someone elses mouth user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."), ignored_mobs = user) render_list += span_info("You point [src] into [M]'s mouth:\n") if(organ_count) render_list += "Inside [ M.p_their()] mouth [organ_count > 1 ? "are" : "is"] [organ_list].\n" else render_list += "[M] doesn't have any organs in [ M.p_their()] mouth.\n" if(pill_count) render_list += "[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [ M.p_their()] teeth.\n" //assess any suffocation damage var/hypoxia_status = M.getOxyLoss() > 20 if(M == user) if(hypoxia_status) render_list += "Your lips appear blue!\n"//you have suffocation damage else render_list += "Your lips appear healthy.\n"//you're okay! else if(hypoxia_status) render_list += "[M.p_their(TRUE)] lips appear blue!\n"//they have suffocation damage else render_list += "[M.p_their(TRUE)] lips appear healthy.\n"//they're okay! //assess blood level if(M == user) render_list += span_info("You press a finger to your gums:\n") else render_list += span_info("You press a finger to [M.p_their()] gums:\n") if(M.blood_volume <= BLOOD_VOLUME_SAFE && M.blood_volume > BLOOD_VOLUME_OKAY) render_list += "Color returns slowly!\n"//low blood else if(M.blood_volume <= BLOOD_VOLUME_OKAY) render_list += "Color does not return!\n"//critical blood else render_list += "Color returns quickly.\n"//they're okay :D //display our packaged information in an examine block for easy reading to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO) else return ..() /// for directional sprites - so we get the same sprite in the inventory each time we pick one up /obj/item/flashlight/equipped(mob/user, slot, initial) . = ..() setDir(initial(dir)) SEND_SIGNAL(user, COMSIG_ATOM_DIR_CHANGE, user.dir, user.dir) // This is dumb, but if we don't do this then the lighting overlay may be facing the wrong direction depending on how it is picked up /// for directional sprites - so when we drop the flashlight, it drops facing the same way the user is facing /obj/item/flashlight/dropped(mob/user, silent = FALSE) . = ..() if(istype(user) && dir != user.dir) setDir(user.dir) /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." dir = EAST 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." dir = EAST 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 = 3.5 light_system = STATIC_LIGHT light_color = LIGHT_COLOR_FAINT_BLUE 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" light_color = LIGHT_COLOR_TUNGSTEN //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 = null light_color = LIGHT_COLOR_BRIGHT_YELLOW // 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'." light_range = 7 // Pretty bright. icon_state = "flare" inhand_icon_state = "flare" worn_icon_state = "flare" actions_types = list() heat = 1000 light_color = LIGHT_COLOR_FLARE light_system = MOVABLE_LIGHT grind_results = list(/datum/reagent/sulfur = 15) sound_on = 'sound/items/match_strike.ogg' toggle_context = FALSE /// How many seconds of fuel we have left var/fuel = 0 /// Do we randomize the fuel when initialized var/randomize_fuel = TRUE /// How much damage it does when turned on var/on_damage = 7 /// Type of atom thats spawns after fuel is used up var/trash_type = /obj/item/trash/flare /// If the light source can be extinguished var/can_be_extinguished = FALSE custom_materials = list(/datum/material/plastic= SMALL_MATERIAL_AMOUNT * 0.5) /obj/item/flashlight/flare/Initialize(mapload) . = ..() if(randomize_fuel) fuel = rand(25 MINUTES, 35 MINUTES) if(on) attack_verb_continuous = string_list(list("burns", "singes")) attack_verb_simple = string_list(list("burn", "singe")) hitsound = 'sound/items/welder.ogg' force = on_damage damtype = BURN update_brightness() /obj/item/flashlight/flare/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/flashlight/flare/attack(mob/living/carbon/victim, mob/living/carbon/user) if(!isliving(victim)) return ..() if(on && victim.ignite_mob()) message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(victim)] on fire with [src] at [AREACOORD(user)]") user.log_message("set [key_name(victim)] on fire with [src]", LOG_ATTACK) return ..() /obj/item/flashlight/flare/toggle_light() if(on || !fuel) return FALSE name = "lit [initial(name)]" attack_verb_continuous = string_list(list("burns", "singes")) attack_verb_simple = string_list(list("burn", "singe")) hitsound = 'sound/items/welder.ogg' force = on_damage damtype = BURN . = ..() /obj/item/flashlight/flare/proc/turn_off() on = FALSE name = initial(name) attack_verb_continuous = initial(attack_verb_continuous) attack_verb_simple = initial(attack_verb_simple) hitsound = initial(hitsound) force = initial(force) damtype = initial(damtype) update_brightness() /obj/item/flashlight/flare/extinguish() . = ..() if((fuel != INFINITY) && can_be_extinguished) turn_off() /obj/item/flashlight/flare/update_brightness() ..() inhand_icon_state = "[initial(inhand_icon_state)]" + (on ? "-on" : "") update_appearance() /obj/item/flashlight/flare/process(seconds_per_tick) open_flame(heat) fuel = max(fuel - seconds_per_tick * (1 SECONDS), 0) if(!fuel || !on) turn_off() STOP_PROCESSING(SSobj, src) if(!fuel && trash_type) new trash_type(loc) qdel(src) /obj/item/flashlight/flare/proc/ignition(mob/user) if(!fuel) if(user) balloon_alert(user, "out of fuel!") return NO_FUEL if(on) if(user) balloon_alert(user, "already lit!") return ALREADY_LIT if(!toggle_light()) return FAILURE if(fuel != INFINITY) START_PROCESSING(SSobj, src) return SUCCESS /obj/item/flashlight/flare/fire_act(exposed_temperature, exposed_volume) ignition() return ..() /obj/item/flashlight/flare/attack_self(mob/user) if(ignition(user) == SUCCESS) user.visible_message(span_notice("[user] lights \the [src]."), span_notice("You light \the [initial(src.name)]!")) /obj/item/flashlight/flare/get_temperature() return on * heat /obj/item/flashlight/flare/candle name = "red candle" desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \ humankind. The jewelry he kept for himself." icon = 'icons/obj/candle.dmi' icon_state = "candle1" inhand_icon_state = "candle" lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' righthand_file = 'icons/mob/inhands/items_righthand.dmi' w_class = WEIGHT_CLASS_TINY heat = 1000 light_color = LIGHT_COLOR_FIRE light_range = 2 fuel = 35 MINUTES randomize_fuel = FALSE trash_type = /obj/item/trash/candle can_be_extinguished = TRUE /// The current wax level, used for drawing the correct icon var/current_wax_level = 1 /// The previous wax level, remembered so we only have to make 3 update_appearance calls total as opposed to every tick var/last_wax_level = 1 /obj/item/flashlight/flare/candle/Initialize(mapload) . = ..() AddElement(/datum/element/update_icon_updates_onmob) /** * Just checks the wax level of the candle for displaying the correct sprite. * * This gets called in process() every tick. If the wax level has changed, then we call our update. */ /obj/item/flashlight/flare/candle/proc/check_wax_level() switch(fuel) if(25 MINUTES to INFINITY) current_wax_level = 1 if(15 MINUTES to 25 MINUTES) current_wax_level = 2 if(0 to 15 MINUTES) current_wax_level = 3 if(last_wax_level != current_wax_level) last_wax_level = current_wax_level update_appearance(UPDATE_ICON | UPDATE_NAME) /obj/item/flashlight/flare/candle/update_icon_state() . = ..() icon_state = "candle[current_wax_level][on ? "_lit" : ""]" inhand_icon_state = "candle[on ? "_lit" : ""]" /** * Try to ignite the candle. * * Candles are ignited a bit differently from flares, in that they must be manually lit from other fire sources. * This will perform all the necessary checks to ensure that can happen, and display a message if it worked. * * Arguments: * * obj/item/fire_starter - the item being used to ignite the candle. * * mob/user - the user to display a message to. * * quiet - suppresses the to_chat message. * * silent - suppresses the balloon alerts as well as the to_chat message. */ /obj/item/flashlight/flare/candle/proc/try_light_candle(obj/item/fire_starter, mob/user, quiet, silent) if(!istype(fire_starter)) return if(!istype(user)) return var/success_msg = fire_starter.ignition_effect(src, user) var/ignition_result if(success_msg) ignition_result = ignition() switch(ignition_result) if(SUCCESS) update_appearance(UPDATE_ICON | UPDATE_NAME) if(!quiet && !silent) user.visible_message(success_msg) return SUCCESS if(ALREADY_LIT) if(!silent) balloon_alert(user, "already lit!") return ALREADY_LIT if(NO_FUEL) if(!silent) balloon_alert(user, "out of fuel!") return NO_FUEL /// allows lighting an unlit candle from some fire source by left clicking the candle with the source /obj/item/flashlight/flare/candle/attackby(obj/item/attacking_item, mob/user, params) if(try_light_candle(attacking_item, user, silent = istype(attacking_item, src.type))) // so we don't double balloon alerts when a candle is used to light another candle return COMPONENT_CANCEL_ATTACK_CHAIN else return ..() // allows lighting an unlit candle from some fire source by left clicking the source with the candle /obj/item/flashlight/flare/candle/pre_attack(atom/target, mob/living/user, params) if(ismob(target)) return ..() if(try_light_candle(target, user, quiet = TRUE)) return COMPONENT_CANCEL_ATTACK_CHAIN return ..() /obj/item/flashlight/flare/candle/attack_self(mob/user) if(on && (fuel != INFINITY || !can_be_extinguished)) // can't extinguish eternal candles turn_off() user.visible_message(span_notice("[user] snuffs [src].")) /obj/item/flashlight/flare/candle/process(seconds_per_tick) . = ..() check_wax_level() /obj/item/flashlight/flare/candle/infinite name = "eternal candle" fuel = INFINITY on = TRUE randomize_fuel = FALSE can_be_extinguished = FALSE /obj/item/flashlight/flare/torch name = "torch" desc = "A torch fashioned from some leaves and a log." 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 trash_type = /obj/effect/decal/cleanable/ash can_be_extinguished = TRUE /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 = null 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 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) return ..() /obj/item/flashlight/emp/process(seconds_per_tick) charge_timer += seconds_per_tick 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_LOWER 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 = null worn_icon_state = "lightstick" grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick sound_on = 'sound/effects/wounds/crack2.ogg' // the cracking sound isn't just for wounds silly toggle_context = FALSE /// How many seconds of fuel we have left var/fuel = 0 /obj/item/flashlight/glowstick/Initialize(mapload) fuel = rand(50 MINUTES, 60 MINUTES) set_light_color(color) return ..() /obj/item/flashlight/glowstick/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/flashlight/glowstick/process(seconds_per_tick) fuel = max(fuel - seconds_per_tick * (1 SECONDS), 0) if(fuel <= 0) turn_off() STOP_PROCESSING(SSobj, src) /obj/item/flashlight/glowstick/proc/turn_off() on = FALSE update_appearance(UPDATE_ICON) /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) balloon_alert(user, "glowstick is spent!") return if(on) balloon_alert(user, "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/internal/eyes/eyes = user.get_organ_slot(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_DIM_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 plane = FLOOR_PLANE 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() . = ..() 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 /obj/item/flashlight/eyelight/glow light_system = MOVABLE_LIGHT_BEAM light_range = 4 light_power = 2 #undef FAILURE #undef SUCCESS #undef NO_FUEL #undef ALREADY_LIT