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https://github.com/Bubberstation/Bubberstation.git
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About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
575 lines
19 KiB
Plaintext
575 lines
19 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 = 100
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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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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/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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var/on = FALSE
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var/brightness_on = 4 //range of light when on
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var/flashlight_power = 1 //strength of the light when on
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/obj/item/flashlight/Initialize()
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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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/obj/item/flashlight/proc/update_brightness(mob/user = null)
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if(on)
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icon_state = "[initial(icon_state)]-on"
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if(flashlight_power)
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set_light(l_range = brightness_on, l_power = flashlight_power)
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else
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set_light(brightness_on)
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else
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icon_state = initial(icon_state)
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set_light(0)
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/obj/item/flashlight/attack_self(mob/user)
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on = !on
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update_brightness(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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return 1
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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 class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!</span>")
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return SHAME
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user.visible_message("<span class='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!</span>")
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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(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if(!M.get_bodypart(BODY_ZONE_HEAD))
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to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
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return
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if(flashlight_power < 1)
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to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
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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 class='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!</span>")
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return
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var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
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if(!E)
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to_chat(user, "<span class='warning'>[M] doesn't have any eyes!</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.flash_act(visual = 1))
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M.visible_message("<span class='notice'>[M] directs [src] to [M.p_their()] eyes.</span>", "<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 [M.p_their()] eyes.</span>", "<span class='notice'>You wave the light in front of your eyes.</span>")
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else
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user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
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"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
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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 class='warning'>[M]'s pupils don't react to the light!</span>")
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else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
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to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
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else //they're okay!
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to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
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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 class='warning'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!</span>")
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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/O in M.internal_organs)
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if(O.zone == BODY_ZONE_PRECISE_MOUTH)
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mouth_organs.Add(O)
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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 class='notice'>[M] directs [src] to [their] mouth.</span>", \
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"<span class='notice'>You point [src] into your mouth.</span>")
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if(!can_use_mirror)
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to_chat(user, "<span class='notice'>You can't see anything without a mirror.</span>")
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return
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if(organ_count)
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to_chat(user, "<span class='notice'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
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else
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to_chat(user, "<span class='notice'>There's nothing inside your mouth.</span>")
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if(pill_count)
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to_chat(user, "<span class='notice'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>")
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else
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user.visible_message("<span class='notice'>[user] directs [src] to [M]'s mouth.</span>",\
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"<span class='notice'>You direct [src] to [M]'s mouth.</span>")
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if(organ_count)
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to_chat(user, "<span class='notice'>Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
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else
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to_chat(user, "<span class='notice'>[M] doesn't have any organs in [their] mouth.</span>")
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if(pill_count)
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to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.</span>")
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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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flags_1 = CONDUCT_1
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brightness_on = 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 class='warning'>[src] is not ready yet!</span>")
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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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var/uv_cooldown = 0
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/// How long between UV fryings
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var/uv_cooldown_length = 1 MINUTES
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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 class='danger'>[creator] created a medical hologram!</span>")
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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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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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brightness_on = 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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brightness_on = 5
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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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/obj/item/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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//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 = "bananalamp"
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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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w_class = WEIGHT_CLASS_SMALL
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brightness_on = 7 // Pretty bright.
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icon_state = "flare"
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inhand_icon_state = "flare"
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actions_types = list()
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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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heat = 1000
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light_color = LIGHT_COLOR_FLARE
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grind_results = list(/datum/reagent/sulfur = 15)
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/obj/item/flashlight/flare/Initialize()
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. = ..()
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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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/obj/item/flashlight/flare/process()
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open_flame(heat)
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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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icon_state = "[initial(icon_state)]-empty"
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STOP_PROCESSING(SSobj, src)
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/obj/item/flashlight/flare/ignition_effect(atom/A, mob/user)
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. = fuel && on ? "<span class='notice'>[user] lights [A] with [src] like a real badass.</span>" : ""
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/obj/item/flashlight/flare/proc/turn_off()
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on = FALSE
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force = initial(src.force)
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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/flashlight/flare/update_brightness(mob/user = null)
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..()
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if(on)
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inhand_icon_state = "[initial(inhand_icon_state)]-on"
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else
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inhand_icon_state = "[initial(inhand_icon_state)]"
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/obj/item/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
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return
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if(on)
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to_chat(user, "<span class='warning'>[src] is already on!</span>")
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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] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
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force = on_damage
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damtype = "fire"
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START_PROCESSING(SSobj, src)
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/obj/item/flashlight/flare/get_temperature()
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return on * heat
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/obj/item/flashlight/flare/torch
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name = "torch"
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desc = "A torch fashioned from some leaves and a log."
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w_class = WEIGHT_CLASS_BULKY
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brightness_on = 4
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icon_state = "torch"
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inhand_icon_state = "torch"
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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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light_color = LIGHT_COLOR_ORANGE
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on_damage = 10
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slot_flags = null
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/obj/item/flashlight/lantern
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name = "lantern"
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icon_state = "lantern"
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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."
|
|
brightness_on = 6 // luminosity when on
|
|
|
|
/obj/item/flashlight/lantern/heirloom_moth
|
|
name = "old lantern"
|
|
desc = "An old lantern that has seen plenty of use."
|
|
brightness_on = 4
|
|
|
|
/obj/item/flashlight/lantern/syndicate
|
|
name = "suspicious lantern"
|
|
desc = "A suspicious looking lantern."
|
|
icon_state = "syndilantern"
|
|
inhand_icon_state = "syndilantern"
|
|
brightness_on = 10
|
|
|
|
/obj/item/flashlight/lantern/jade
|
|
name = "jade lantern"
|
|
desc = "An ornate, green lantern."
|
|
color = LIGHT_COLOR_GREEN
|
|
light_color = LIGHT_COLOR_GREEN
|
|
|
|
/obj/item/flashlight/slime
|
|
gender = PLURAL
|
|
name = "glowing slime extract"
|
|
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "slime"
|
|
inhand_icon_state = "slime"
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
slot_flags = ITEM_SLOT_BELT
|
|
custom_materials = null
|
|
brightness_on = 6 //luminosity when on
|
|
|
|
/obj/item/flashlight/emp
|
|
var/emp_max_charges = 4
|
|
var/emp_cur_charges = 4
|
|
var/charge_tick = 0
|
|
|
|
/obj/item/flashlight/emp/New()
|
|
..()
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/flashlight/emp/Destroy()
|
|
STOP_PROCESSING(SSobj, src)
|
|
. = ..()
|
|
|
|
/obj/item/flashlight/emp/process()
|
|
charge_tick++
|
|
if(charge_tick < 10)
|
|
return FALSE
|
|
charge_tick = 0
|
|
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 class='danger'>[user] blinks \the [src] at \the [A].</span>", \
|
|
"<span class='userdanger'>[user] blinks \the [src] at you.</span>")
|
|
else
|
|
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].</span>")
|
|
to_chat(user, "<span class='notice'>\The [src] now has [emp_cur_charges] charge\s.</span>")
|
|
A.emp_act(EMP_HEAVY)
|
|
else
|
|
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
|
|
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 = 50
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
brightness_on = 4
|
|
color = LIGHT_COLOR_GREEN
|
|
icon_state = "glowstick"
|
|
inhand_icon_state = "glowstick"
|
|
grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick
|
|
var/fuel = 0
|
|
|
|
/obj/item/flashlight/glowstick/Initialize()
|
|
fuel = rand(1600, 2000)
|
|
light_color = color
|
|
. = ..()
|
|
|
|
/obj/item/flashlight/glowstick/Destroy()
|
|
STOP_PROCESSING(SSobj, src)
|
|
. = ..()
|
|
|
|
/obj/item/flashlight/glowstick/process()
|
|
fuel = max(fuel - 1, 0)
|
|
if(!fuel)
|
|
turn_off()
|
|
STOP_PROCESSING(SSobj, src)
|
|
update_icon()
|
|
|
|
/obj/item/flashlight/glowstick/proc/turn_off()
|
|
on = FALSE
|
|
update_icon()
|
|
|
|
/obj/item/flashlight/glowstick/update_icon()
|
|
inhand_icon_state = "glowstick"
|
|
cut_overlays()
|
|
if(!fuel)
|
|
icon_state = "glowstick-empty"
|
|
cut_overlays()
|
|
set_light(0)
|
|
else if(on)
|
|
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
|
|
glowstick_overlay.color = color
|
|
add_overlay(glowstick_overlay)
|
|
inhand_icon_state = "glowstick-on"
|
|
set_light(brightness_on)
|
|
else
|
|
icon_state = "glowstick"
|
|
cut_overlays()
|
|
|
|
/obj/item/flashlight/glowstick/attack_self(mob/user)
|
|
if(!fuel)
|
|
to_chat(user, "<span class='notice'>[src] is spent.</span>")
|
|
return
|
|
if(on)
|
|
to_chat(user, "<span class='warning'>[src] is already lit!</span>")
|
|
return
|
|
|
|
. = ..()
|
|
if(.)
|
|
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
|
|
if(!fuel)
|
|
user.visible_message("<span class='suicide'>[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but it's empty!</span>")
|
|
return SHAME
|
|
var/obj/item/organ/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
|
|
if(!eyes)
|
|
user.visible_message("<span class='suicide'>[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!</span>")
|
|
return SHAME
|
|
user.visible_message("<span class='suicide'>[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
|
fuel = 0
|
|
return (FIRELOSS)
|
|
|
|
/obj/item/flashlight/glowstick/red
|
|
name = "red glowstick"
|
|
color = LIGHT_COLOR_RED
|
|
|
|
/obj/item/flashlight/glowstick/blue
|
|
name = "blue glowstick"
|
|
color = LIGHT_COLOR_BLUE
|
|
|
|
/obj/item/flashlight/glowstick/cyan
|
|
name = "cyan glowstick"
|
|
color = LIGHT_COLOR_CYAN
|
|
|
|
/obj/item/flashlight/glowstick/orange
|
|
name = "orange glowstick"
|
|
color = LIGHT_COLOR_ORANGE
|
|
|
|
/obj/item/flashlight/glowstick/yellow
|
|
name = "yellow glowstick"
|
|
color = LIGHT_COLOR_YELLOW
|
|
|
|
/obj/item/flashlight/glowstick/pink
|
|
name = "pink glowstick"
|
|
color = LIGHT_COLOR_PINK
|
|
|
|
/obj/effect/spawner/lootdrop/glowstick
|
|
name = "random colored glowstick"
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "random_glowstick"
|
|
|
|
/obj/effect/spawner/lootdrop/glowstick/Initialize()
|
|
loot = typesof(/obj/item/flashlight/glowstick)
|
|
. = ..()
|
|
|
|
/obj/item/flashlight/spotlight //invisible lighting source
|
|
name = "disco light"
|
|
desc = "Groovy..."
|
|
icon_state = null
|
|
light_color = null
|
|
brightness_on = 0
|
|
light_range = 0
|
|
light_power = 10
|
|
alpha = 0
|
|
layer = 0
|
|
on = TRUE
|
|
anchored = TRUE
|
|
var/range = null
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
|
|
/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"
|
|
brightness_on = 2.5
|
|
flashlight_power = -3
|
|
|
|
/obj/item/flashlight/eyelight
|
|
name = "eyelight"
|
|
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
|
|
brightness_on = 15
|
|
flashlight_power = 1
|
|
flags_1 = CONDUCT_1
|
|
item_flags = DROPDEL
|
|
actions_types = list()
|