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* Polishes some side sources of light and color (#73936) ## About The Pull Request [Circuit Floor Polish](6b0ee98132) Circuit floors glow! but it looks like crap cause it's dim and the colors are washed out. I'd like to make them look nicer. Let's make them more intense and longer range, and change the colors over to more vivid replacements. While I'm here, these should really use power and turn on and off based off that. Simple enough to do, just need to hook into a signal (and add a setter for turf area, which cleans up other code too). [Desklamp Upgrade](8506b13b9c) Desklamps look bad. They're fullwhite, have a way too large range.Crummy. Let's lower their lightrange from 5 to 3.5, and make the ornate ones warmer, and the more utilitarian ones cooler. The clown one can be yellow because it's funny I'm renaming a color define here so I'm touching more files then you'd expect [Brightens Niknacks](835bae28e9) Increases the light range of request consoles, status displays, newscasters, and air alarms (keycard machines too, when they're awaiting input at least) Increases the brightness of air alarms, I think they should be on par with apcs, should be able to tell when they're good/bad. Increases the brightness of vending machines (I want them to light up the tiles around them very lightly, I think it's a vibe) Fixes a bug with ai status displays where they'd display an emissive even if they didn't have anything on their screen, looking stupid. This was decently easy but required a define. Looked really bad tho ## Why It's Good For The Game Pretty <details> <summary> Circuit Floors </summary> Old   New   </details> <details> <summary> Desk Lights </summary> Old   New   </details> The niknack changes are more minor so I'm not gonna grab photos for them. I can if you'd like but I don't think it's necessary. Mostly a vibes in dark spaces sorta thing ## Changelog 🆑 add: I made circuit floors brighter and more vivid. add: Made air alarms, vending machines, newscasters, request consoles, status displays and keycard machines slightly "brighter" (larger light range, tho I did make air alarms a bit brighter too) add: Tweaked desklamps. Lower range, and each type gets its own coloring instead of just fullwhite. fix: AI displays are no longer always emissive, they'll stop doing it if they aren't displaying anything. Hopefully this'll look nicer /🆑 * Polishes some side sources of light and color * yellow * Update dance_machine.dm * Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: lessthnthree <three@lessthanthree.dk>
744 lines
24 KiB
Plaintext
744 lines
24 KiB
Plaintext
/obj/item/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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custom_price = PAYCHECK_CREW
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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inhand_icon_state = "flashlight"
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worn_icon_state = "flashlight"
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lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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custom_materials = list(/datum/material/iron=50, /datum/material/glass=20)
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actions_types = list(/datum/action/item_action/toggle_light)
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light_system = MOVABLE_LIGHT_DIRECTIONAL
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light_range = 4
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light_power = 1
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light_on = FALSE
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/// Can we toggle this light on and off (used for contexual screentips only)
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var/toggle_context = TRUE
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/// The sound the light makes when it's turned on
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var/sound_on = 'sound/weapons/magin.ogg'
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/// The sound the light makes when it's turned off
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var/sound_off = 'sound/weapons/magout.ogg'
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/// Is the light turned on or off currently
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var/on = FALSE
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// SKYRAT EDIT REMOVAL BEGIN - MOVED TO MODUALR FLASHLIGHT.DM
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/*
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/obj/item/flashlight/Initialize(mapload)
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. = ..()
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if(icon_state == "[initial(icon_state)]-on")
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on = TRUE
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update_brightness()
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register_context()
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*/
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// SKYRAT EDIT REMOVAL END
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/obj/item/flashlight/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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// single use lights can be toggled on once
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if(isnull(held_item) && (toggle_context || !on))
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context[SCREENTIP_CONTEXT_RMB] = "Toggle light"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/flashlight) && (toggle_context || !on))
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context[SCREENTIP_CONTEXT_LMB] = "Toggle light"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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// SKYRAT EDIT REMOVAL BEGIN - MOVED TO MODUALR FLASHLIGHT.DM
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/*
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/obj/item/flashlight/proc/update_brightness()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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else
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icon_state = initial(icon_state)
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set_light_on(on)
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if(light_system == STATIC_LIGHT)
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update_light()
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/obj/item/flashlight/proc/toggle_light()
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on = !on
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playsound(src, on ? sound_on : sound_off, 40, TRUE)
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update_brightness()
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update_item_action_buttons()
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return TRUE
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/obj/item/flashlight/attack_self(mob/user)
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toggle_light()
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*/
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// SKYRAT EDIT REMOVAL END
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/obj/item/flashlight/attack_hand_secondary(mob/user, list/modifiers)
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attack_self(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
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if (user.is_blind())
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user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!"))
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return SHAME
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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!"))
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return FIRELOSS
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/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
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add_fingerprint(user)
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if(istype(M) && on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)))
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if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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if(!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return
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if(!M.get_bodypart(BODY_ZONE_HEAD))
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to_chat(user, span_warning("[M] doesn't have a head!"))
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return
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if(light_power < 1)
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to_chat(user, "[span_warning("\The [src] isn't bright enough to see anything!")] ")
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return
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switch(user.zone_selected)
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if(BODY_ZONE_PRECISE_EYES)
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if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
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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!"))
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return
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var/obj/item/organ/internal/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
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if(!E)
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to_chat(user, span_warning("[M] doesn't have any eyes!"))
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return
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if(M == user) //they're using it on themselves
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if(M.flash_act(visual = 1))
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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!"))
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else
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M.visible_message(span_notice("[M] directs [src] to [M.p_their()] eyes."), span_notice("You wave the light in front of your eyes."))
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else
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user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), \
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span_danger("You direct [src] to [M]'s eyes."))
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if(M.stat == DEAD || (M.is_blind()) || !M.flash_act(visual = 1)) //mob is dead or fully blind
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to_chat(user, span_warning("[M]'s pupils don't react to the light!"))
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else if(M.dna && M.dna.check_mutation(/datum/mutation/human/xray)) //mob has X-ray vision
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to_chat(user, span_danger("[M]'s pupils give an eerie glow!"))
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else //they're okay!
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to_chat(user, span_notice("[M]'s pupils narrow."))
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if(BODY_ZONE_PRECISE_MOUTH)
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if(M.is_mouth_covered())
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to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!"))
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return
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var/their = M.p_their()
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var/list/mouth_organs = new
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for(var/obj/item/organ/organ as anything in M.organs)
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if(organ.zone == BODY_ZONE_PRECISE_MOUTH)
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mouth_organs.Add(organ)
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var/organ_list = ""
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var/organ_count = LAZYLEN(mouth_organs)
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if(organ_count)
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for(var/I in 1 to organ_count)
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if(I > 1)
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if(I == mouth_organs.len)
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organ_list += ", and "
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else
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organ_list += ", "
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var/obj/item/organ/O = mouth_organs[I]
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organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
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var/pill_count = 0
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for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
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pill_count++
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if(M == user)
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var/can_use_mirror = FALSE
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if(isturf(user.loc))
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var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
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if(mirror)
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switch(user.dir)
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if(NORTH)
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can_use_mirror = mirror.pixel_y > 0
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if(SOUTH)
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can_use_mirror = mirror.pixel_y < 0
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if(EAST)
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can_use_mirror = mirror.pixel_x > 0
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if(WEST)
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can_use_mirror = mirror.pixel_x < 0
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M.visible_message(span_notice("[M] directs [src] to [their] mouth."), \
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span_notice("You point [src] into your mouth."))
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if(!can_use_mirror)
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to_chat(user, span_notice("You can't see anything without a mirror."))
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return
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if(organ_count)
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to_chat(user, span_notice("Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list]."))
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else
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to_chat(user, span_notice("There's nothing inside your mouth."))
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if(pill_count)
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to_chat(user, span_notice("You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""]."))
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else
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user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."),\
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span_notice("You direct [src] to [M]'s mouth."))
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if(organ_count)
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to_chat(user, span_notice("Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list]."))
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else
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to_chat(user, span_notice("[M] doesn't have any organs in [their] mouth."))
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if(pill_count)
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to_chat(user, span_notice("[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth."))
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else
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return ..()
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/obj/item/flashlight/pen
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name = "penlight"
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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."
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icon_state = "penlight"
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inhand_icon_state = ""
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worn_icon_state = "pen"
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w_class = WEIGHT_CLASS_TINY
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flags_1 = CONDUCT_1
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light_range = 2
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var/holo_cooldown = 0
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/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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if(holo_cooldown > world.time)
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to_chat(user, span_warning("[src] is not ready yet!"))
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return
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var/T = get_turf(target)
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if(locate(/mob/living) in T)
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new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
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holo_cooldown = world.time + 10 SECONDS
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return
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// see: [/datum/wound/burn/proc/uv()]
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/obj/item/flashlight/pen/paramedic
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name = "paramedic penlight"
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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."
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icon_state = "penlight_surgical"
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/// Our current UV cooldown
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COOLDOWN_DECLARE(uv_cooldown)
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/// How long between UV fryings
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var/uv_cooldown_length = 30 SECONDS
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/// How much sanitization to apply to the burn wound
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var/uv_power = 1
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/obj/effect/temp_visual/medical_holosign
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name = "medical holosign"
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desc = "A small holographic glow that indicates a medic is coming to treat a patient."
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icon_state = "medi_holo"
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duration = 30
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/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
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. = ..()
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playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise!
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if(creator)
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visible_message(span_danger("[creator] created a medical hologram!"))
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/obj/item/flashlight/seclite
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name = "seclite"
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desc = "A robust flashlight used by security."
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icon_state = "seclite"
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inhand_icon_state = "seclite"
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worn_icon_state = "seclite"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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force = 9 // Not as good as a stun baton.
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light_range = 5 // A little better than the standard flashlight.
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hitsound = 'sound/weapons/genhit1.ogg'
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// the desk lamps are a bit special
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/obj/item/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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inhand_icon_state = "lamp"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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light_range = 3.5
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light_system = STATIC_LIGHT
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light_color = LIGHT_COLOR_FAINT_BLUE
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w_class = WEIGHT_CLASS_BULKY
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flags_1 = CONDUCT_1
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custom_materials = null
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on = TRUE
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// green-shaded desk lamp
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/obj/item/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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inhand_icon_state = "lampgreen"
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light_color = LIGHT_COLOR_TUNGSTEN
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//Bananalamp
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/obj/item/flashlight/lamp/bananalamp
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name = "banana lamp"
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desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
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icon_state = "bananalamp"
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inhand_icon_state = null
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light_color = LIGHT_COLOR_BRIGHT_YELLOW
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// FLARES
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/obj/item/flashlight/flare
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name = "flare"
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desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
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light_range = 7 // Pretty bright.
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icon_state = "flare"
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inhand_icon_state = "flare"
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worn_icon_state = "flare"
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actions_types = list()
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heat = 1000
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light_color = LIGHT_COLOR_FLARE
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light_system = MOVABLE_LIGHT
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grind_results = list(/datum/reagent/sulfur = 15)
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sound_on = 'sound/items/match_strike.ogg'
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toggle_context = FALSE
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/// How many seconds of fuel we have left
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var/fuel = 0
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/// Do we randomize the fuel when initialized
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var/randomize_fuel = TRUE
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/// How much damage it does when turned on
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var/on_damage = 7
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/// Type of atom thats spawns after fuel is used up
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var/trash_type = /obj/item/trash/flare
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/// If the light source can be extinguished
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var/can_be_extinguished = FALSE
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custom_materials = list(/datum/material/plastic=50)
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/obj/item/flashlight/flare/Initialize(mapload)
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. = ..()
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if(randomize_fuel)
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fuel = rand(25 MINUTES, 35 MINUTES)
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if(on)
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attack_verb_continuous = string_list(list("burns", "singes"))
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attack_verb_simple = string_list(list("burn", "singe"))
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hitsound = 'sound/items/welder.ogg'
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force = on_damage
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damtype = BURN
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update_brightness()
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/obj/item/flashlight/flare/toggle_light()
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if(on || !fuel)
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return FALSE
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name = "lit [initial(name)]"
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attack_verb_continuous = string_list(list("burns", "singes"))
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attack_verb_simple = string_list(list("burn", "singe"))
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hitsound = 'sound/items/welder.ogg'
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force = on_damage
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damtype = BURN
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. = ..()
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/obj/item/flashlight/flare/turn_off() //SKYRAT EDIT CHANGE
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//on = FALSE SKYRAT EDIT REMOVAL
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name = initial(name)
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attack_verb_continuous = initial(attack_verb_continuous)
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attack_verb_simple = initial(attack_verb_simple)
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hitsound = initial(hitsound)
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force = initial(force)
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damtype = initial(damtype)
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//update_brightness() - SKYRAT EDIT MOVED TO PARENT
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. = ..() //SKYRAT EDIT - MODULAR PARENT PROC
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/obj/item/flashlight/flare/extinguish()
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if(fuel != INFINITY && can_be_extinguished)
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turn_off()
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return ..()
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/obj/item/flashlight/flare/update_brightness()
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..()
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inhand_icon_state = "[initial(inhand_icon_state)]" + (on ? "-on" : "")
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update_appearance()
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/obj/item/flashlight/flare/process(delta_time)
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open_flame(heat)
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fuel = max(fuel - delta_time * (1 SECONDS), 0)
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if(!fuel || !on)
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turn_off()
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STOP_PROCESSING(SSobj, src)
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if(!fuel && trash_type)
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new trash_type(loc)
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qdel(src)
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/obj/item/flashlight/flare/ignition_effect(atom/A, mob/user)
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if(get_temperature())
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. = span_notice("[user] lights [A] with [src].")
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/obj/item/flashlight/flare/proc/ignition(mob/user)
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if(user && !fuel)
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to_chat(user, span_warning("[src] is out of fuel!"))
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return FALSE
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if(user && on)
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to_chat(user, span_warning("[src] is already lit!"))
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return FALSE
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if(!toggle_light())
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return FALSE
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if(fuel != INFINITY)
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
return TRUE
|
|
|
|
/obj/item/flashlight/flare/fire_act(exposed_temperature, exposed_volume)
|
|
ignition()
|
|
return ..()
|
|
|
|
/obj/item/flashlight/flare/attack_self(mob/user)
|
|
if(ignition(user))
|
|
user.visible_message(span_notice("[user] lights \the [src]."), span_notice("You light \the [src]!"))
|
|
|
|
/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 = null
|
|
w_class = WEIGHT_CLASS_TINY
|
|
light_color = LIGHT_COLOR_FIRE
|
|
light_range = 2
|
|
fuel = 35 MINUTES
|
|
randomize_fuel = FALSE
|
|
trash_type = /obj/item/trash/candle
|
|
can_be_extinguished = TRUE
|
|
var/scented_type //SKYRAT EDIT ADDITION /// Pollutant type for scented candles
|
|
|
|
/obj/item/flashlight/flare/candle/update_icon_state()
|
|
. = ..()
|
|
var/wax_level
|
|
switch(fuel)
|
|
if(25 MINUTES to INFINITY)
|
|
wax_level = 1
|
|
if(15 MINUTES to 25 MINUTES)
|
|
wax_level = 2
|
|
if(0 to 15 MINUTES)
|
|
wax_level = 3
|
|
icon_state = "candle[wax_level][on ? "_lit" : ""]"
|
|
|
|
/obj/item/flashlight/flare/candle/attackby(obj/item/fire_starter, mob/user, params)
|
|
var/success_msg = fire_starter.ignition_effect(src, user)
|
|
if(success_msg && ignition(user))
|
|
user.visible_message(success_msg)
|
|
else
|
|
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(delta_time)
|
|
. = ..()
|
|
update_appearance()
|
|
|
|
/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 = null
|
|
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
|
|
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_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(delta_time)
|
|
fuel = max(fuel - delta_time * (1 SECONDS), 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/internal/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_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
|