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Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary. Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know. Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges. Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay. Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever. Adds a special case of the Adjacency() proc for doors. This fixes #136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
243 lines
7.7 KiB
Plaintext
243 lines
7.7 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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item_state = "flashlight"
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w_class = 2
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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m_amt = 50
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g_amt = 20
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action_button_name = "Toggle Light"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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/obj/item/device/flashlight/initialize()
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..()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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SetLuminosity(brightness_on)
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else
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icon_state = initial(icon_state)
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SetLuminosity(0)
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/obj/item/device/flashlight/proc/update_brightness(var/mob/user = null)
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if(on)
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icon_state = "[initial(icon_state)]-on"
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if(loc == user)
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user.SetLuminosity(user.luminosity + brightness_on)
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else if(isturf(loc))
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SetLuminosity(brightness_on)
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else
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icon_state = initial(icon_state)
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if(loc == user)
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user.SetLuminosity(user.luminosity - brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
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return 0
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on = !on
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update_brightness(user)
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return 1
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/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == "eyes")
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if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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if(!(istype(user, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey") //don't have dexterity
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user << "<span class='notice'>You don't have the dexterity to do this!</span>"
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return
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
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return
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if(M == user) //they're using it on themselves
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if(!M.blinded)
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flick("flash", M.flash)
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M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
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"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
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else
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M.visible_message("<span class='notice'>[M] directs [src] to \his eyes.</span>", \
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"<span class='notice'>You wave the light in front of your eyes.</span>")
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return
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user.visible_message("<span class='notice'>[user] directs [src] to [M]'s eyes.</span>", \
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"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
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if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey)) //robots and aliens are unaffected
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if(M.stat == DEAD || M.sdisabilities & BLIND) //mob is dead or fully blind
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user << "<span class='notice'>[M] pupils does not react to the light!</span>"
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else if(XRAY in M.mutations) //mob has X-RAY vision
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user << "<span class='notice'>[M] pupils give an eerie glow!</span>"
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else //they're okay!
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if(!M.blinded)
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flick("flash", M.flash) //flash the affected mob
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user << "<span class='notice'>[M]'s pupils narrow.</span>"
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else
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return ..()
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/obj/item/device/flashlight/pickup(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity + brightness_on)
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SetLuminosity(0)
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/obj/item/device/flashlight/dropped(mob/user)
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if(on)
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user.SetLuminosity(user.luminosity - brightness_on)
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SetLuminosity(brightness_on)
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff."
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icon_state = "penlight"
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item_state = ""
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flags = FPRINT | TABLEPASS | CONDUCT
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brightness_on = 2
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// the desk lamps are a bit special
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/obj/item/device/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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item_state = "lamp"
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brightness_on = 5
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w_class = 4
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flags = FPRINT | TABLEPASS | CONDUCT
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m_amt = 0
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g_amt = 0
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on = 1
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// green-shaded desk lamp
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/obj/item/device/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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item_state = "lampgreen"
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brightness_on = 5
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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// FLARES
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/obj/item/device/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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w_class = 2.0
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brightness_on = 7 // Pretty bright.
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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var/fuel = 0
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var/on_damage = 7
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var/produce_heat = 1500
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/obj/item/device/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/device/flashlight/flare/process()
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var/turf/pos = get_turf(src)
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if(pos)
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pos.hotspot_expose(produce_heat, 5)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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processing_objects -= src
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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src.force = initial(src.force)
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src.damtype = initial(src.damtype)
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if(ismob(loc))
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var/mob/U = loc
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update_brightness(U)
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else
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update_brightness(null)
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/obj/item/device/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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user << "<span class='notice'>It's out of fuel.</span>"
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return
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if(on)
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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processing_objects += src
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/obj/item/device/flashlight/slime
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name = "glowing slime extract"
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desc = "Extract from a yellow slime. It emits a strong light when squeezed."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "slime"
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item_state = "slime"
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w_class = 2
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT
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m_amt = 0
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g_amt = 0
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brightness_on = 6 //luminosity when on
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/obj/item/device/flashlight/emp
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desc = "A hand-held emergency light modified to inflict EMP at short range."
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origin_tech = "magnets=4;syndicate=5"
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var/emp_charges = 5
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/obj/item/device/flashlight/emp/examine()
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..()
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usr << "Has [emp_charges] charge\s remaining."
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return
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/obj/item/device/flashlight/emp/attack(mob/living/M as mob, mob/living/user as mob)
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if(on && user.zone_sel.selecting == "eyes") // call original attack proc only if aiming at the eyes
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..()
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return
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/obj/item/device/flashlight/emp/afterattack(atom/A as mob|obj, mob/user, proximity)
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if(!proximity) return
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if (emp_charges > 0)
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A.emp_act(1)
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A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
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"<span class='userdanger'>[user] blinks \the [src] at \the [A].")
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if(ismob(A))
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var/mob/M = A
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M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> attacked <b>[M]/[M.ckey]</b> with an <b>EMP-light</b>"
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user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> attacked <b>[M]/[M.ckey]</b> with an <b>EMP-light</b>"
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log_attack("<font color='red'>[user] ([user.ckey]) attacked [M] ([M.ckey]) with an EMP-light</font>")
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emp_charges -= 1
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else
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user << "<span class='warning'>The [src] is out of charges!</span>"
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return |