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Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

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2026-05-16 00:56:00 +02:00

116 lines
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/obj/structure/life_candle
name = "life candle"
desc = "You are dead. Insert quarter to continue."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
light_system = OVERLAY_LIGHT
light_color = LIGHT_COLOR_FIRE
light_power = 1.5
light_range = 2
light_on = FALSE
var/icon_state_active = "candle1_lit"
var/icon_state_inactive = "candle1"
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/lit_luminosity = 2
var/list/datum/mind/linked_minds = list()
// If the body is destroyed, what do we spawn for them
var/mob_type = /mob/living/carbon/human
// If the respawned person is given a specific outfit
var/datum/outfit/outfit
// How long until we respawn them after their death.
var/respawn_time = 50
var/respawn_sound = 'sound/effects/magic/staff_animation.ogg'
/// Lighting middleman, lets us do a flicker effect
var/datum/light_middleman/middleman
/obj/structure/life_candle/Initialize(mapload)
. = ..()
if(IS_OVERLAY_LIGHT_SYSTEM(light_system))
middleman = new(src, "flashlight")
RegisterSignal(middleman, COMSIG_LIGHT_MIDDLEMAN_UPDATED, PROC_REF(light_updated))
middleman.being_overriding_light()
AddElement(/datum/element/movetype_handler)
/obj/structure/life_candle/Destroy(force)
QDEL_NULL(middleman)
return ..()
/obj/structure/life_candle/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(!user.mind)
return
if(user.mind in linked_minds)
user.visible_message(span_notice("[user] reaches out and pinches the flame of [src]."), span_warning("You sever the connection between yourself and [src]."))
linked_minds -= user.mind
if(!linked_minds.len)
REMOVE_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
else
if(!linked_minds.len)
ADD_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
user.visible_message(span_notice("[user] touches [src]. It seems to respond to [user.p_their()] presence!"), span_warning("You create a connection between you and [src]."))
linked_minds |= user.mind
update_appearance()
if(linked_minds.len)
START_PROCESSING(SSobj, src)
set_light_on(TRUE)
else
STOP_PROCESSING(SSobj, src)
set_light_on(FALSE)
/obj/structure/life_candle/update_icon_state()
icon_state = linked_minds.len ? icon_state_active : icon_state_inactive
return ..()
/obj/structure/life_candle/examine(mob/user)
. = ..()
if(linked_minds.len)
. += "[src] is active, and linked to [linked_minds.len] souls."
else
. += "It is static, still, unmoving."
/obj/structure/life_candle/process()
if(!linked_minds.len)
STOP_PROCESSING(SSobj, src)
return
for(var/m in linked_minds)
var/datum/mind/mind = m
if(!mind.current || (mind.current && mind.current.stat == DEAD))
addtimer(CALLBACK(src, PROC_REF(respawn), mind), respawn_time, TIMER_UNIQUE)
/obj/structure/life_candle/proc/light_updated(datum/source)
SIGNAL_HANDLER
fire_flicker_middleman(middleman)
/obj/structure/life_candle/proc/respawn(datum/mind/mind)
var/turf/T = get_turf(src)
var/mob/living/body
if(mind.current)
if(mind.current.stat != DEAD)
return
else
body = mind.current
if(!body)
body = new mob_type(T)
var/mob/ghostie = mind.get_ghost(TRUE)
ghostie.client?.prefs?.safe_transfer_prefs_to(body)
mind.transfer_to(body)
else
body.forceMove(T)
body.revive(ADMIN_HEAL_ALL, force_grab_ghost = TRUE)
body.flash_act()
if(ishuman(body) && istype(outfit))
outfit.equip(body)
playsound(T, respawn_sound, 50, TRUE)