Files
Bubberstation/code/game/objects/items/devices/flashlight.dm
T
Leland KembleandGitHub 1ed1998656 Lowers the necessary pressure needed to activate the Space Furnace a smidge (#95057)
## About The Pull Request

Currently, the space furnace requires exactly one atmosphere or more of
pressure in order to activate. This means that, because of how tiny the
increments of pressure can be, that if a room ever loses any pressure at
all for any reason, the general air in that room will never be enough to
activate the furnace again(unless you turn up the vents), because it'll
always be like 1 pascal too low. The only way to activate a furnace in
these conditions is spam activating it on top of vent, and getting
lucky. This sucks. Lowering it by 1 kpa means that it still requires an
almost perfect atmos situation in order to activate.

Also, makes the low pressure message change between "low pressure" & "no
pressure", which'll make it more clear to people what it's talking
about.

## Why It's Good For The Game

I can't imagine that standing over a vent spamming z in a perfectly
habitable room was the intended outcome of this restriction.

## Changelog
🆑

fix: the Space Furnace is now usable in rooms that have previously been
breached, provided they have recovered enough air.

/🆑
2026-02-06 01:39:32 +00:00

1237 lines
43 KiB
Plaintext

#define FAILURE 0
#define SUCCESS 1
#define NO_FUEL 2
#define ALREADY_LIT 3
/obj/item/flashlight
name = "flashlight"
desc = "A hand-held emergency light."
custom_price = PAYCHECK_CREW
icon = 'icons/obj/lighting.dmi'
dir = WEST
icon_state = "flashlight"
inhand_icon_state = "flashlight"
worn_icon_state = "flashlight"
lefthand_file = 'icons/mob/inhands/items/devices_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
w_class = WEIGHT_CLASS_SMALL
obj_flags = CONDUCTS_ELECTRICITY
slot_flags = ITEM_SLOT_BELT
custom_materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5,
/datum/material/glass = SMALL_MATERIAL_AMOUNT * 0.2,
)
actions_types = list(/datum/action/item_action/toggle_light)
action_slots = ALL
light_system = OVERLAY_LIGHT_DIRECTIONAL
light_color = COLOR_LIGHT_ORANGE
light_range = 4
light_power = 1
light_on = FALSE
sound_vary = TRUE
pickup_sound = SFX_GENERIC_DEVICE_PICKUP
drop_sound = SFX_GENERIC_DEVICE_DROP
/// If we've been forcibly disabled for a temporary amount of time.
COOLDOWN_DECLARE(disabled_time)
/// Can we toggle this light on and off (used for contexual screentips only)
var/toggle_context = TRUE
/// The sound the light makes when it's turned on
var/sound_on = 'sound/items/weapons/magin.ogg'
/// The sound the light makes when it's turned off
var/sound_off = 'sound/items/weapons/magout.ogg'
/// Should the flashlight start turned on?
var/start_on = FALSE
/// When true, painting the flashlight won't change its light color
var/ignore_base_color = FALSE
/// This simply means if the flashlight can be cuffed to your hand (why?)
var/has_closed_handle = TRUE
/obj/item/flashlight/Initialize(mapload)
. = ..()
if(has_closed_handle)
AddElement(/datum/element/cuffable_item)
if(start_on)
set_light_on(TRUE)
update_brightness()
register_context()
init_slapcrafting()
/obj/item/flashlight/proc/init_slapcrafting()
var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/flashlight_eyes)
AddElement(
/datum/element/slapcrafting,\
slapcraft_recipes = slapcraft_recipe_list,\
)
/obj/item/flashlight/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
// single use lights can be toggled on once
if(isnull(held_item) && (toggle_context || !light_on))
context[SCREENTIP_CONTEXT_RMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
if(istype(held_item, /obj/item/flashlight) && (toggle_context || !light_on))
context[SCREENTIP_CONTEXT_LMB] = "Toggle light"
return CONTEXTUAL_SCREENTIP_SET
return NONE
/obj/item/flashlight/update_icon_state()
. = ..()
if(light_on)
icon_state = "[initial(icon_state)]-on"
if(!isnull(inhand_icon_state))
inhand_icon_state = "[initial(inhand_icon_state)]-on"
else
icon_state = initial(icon_state)
if(!isnull(inhand_icon_state))
inhand_icon_state = initial(inhand_icon_state)
/obj/item/flashlight/proc/update_brightness()
update_appearance(UPDATE_ICON)
if(light_system == COMPLEX_LIGHT)
update_light()
/obj/item/flashlight/proc/toggle_light(mob/user)
playsound(src, light_on ? sound_off : sound_on, 40, TRUE)
if(!COOLDOWN_FINISHED(src, disabled_time))
if(user)
balloon_alert(user, "disrupted!")
set_light_on(FALSE)
update_brightness()
update_item_action_buttons()
return FALSE
var/old_light_on = light_on
set_light_on(!light_on)
update_brightness()
update_item_action_buttons()
return light_on != old_light_on // If the value of light_on didn't change, return false. Otherwise true.
/obj/item/flashlight/attack_self(mob/user)
return toggle_light(user)
/obj/item/flashlight/attack_hand_secondary(mob/user, list/modifiers)
attack_self(user)
return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
if (user.is_blind())
user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!"))
return SHAME
user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!"))
return FIRELOSS
/obj/item/flashlight/proc/eye_examine(mob/living/carbon/human/patient, mob/living/user)
. = list()
if((patient.head && patient.head.flags_cover & HEADCOVERSEYES) || (patient.wear_mask && patient.wear_mask.flags_cover & MASKCOVERSEYES) || (patient.glasses && patient.glasses.flags_cover & GLASSESCOVERSEYES))
to_chat(user, span_warning("You're going to need to remove that [(patient.head && patient.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (patient.wear_mask && patient.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first!"))
return
var/obj/item/organ/eyes/eyes = patient.get_organ_slot(ORGAN_SLOT_EYES)
var/obj/item/organ/brain = patient.get_organ_slot(ORGAN_SLOT_BRAIN)
var/obj/item/organ/zombie_infection/tumor = patient.get_organ_slot(ORGAN_SLOT_ZOMBIE) //this slot only ever holds zombie tumors, so we can just check if this exists
var/braaaainz = tumor?.causes_damage //prevents steath tumors (admin bullshittery or romerol) from showing up to preserve stealthiness
if(!eyes)
to_chat(user, span_warning("[patient] doesn't have any eyes!"))
return
patient.flash_act(visual = TRUE, length = (user.combat_mode) ? 2.5 SECONDS : 1 SECONDS) // Apply a 1 second flash effect to the target. The duration increases to 2.5 Seconds if you have combat mode on.
if(patient == user) //they're using it on themselves
user.visible_message(span_warning("[user] shines [src] into [patient.p_their()] eyes."), ignored_mobs = user)
. += span_info("You direct [src] to into your eyes:\n")
if(patient.is_blind())
. += span_notice_ml("You're not entirely certain what you were expecting...\n")
else
. += span_notice_ml("Trippy!\n")
else
user.visible_message(span_warning("[user] directs [src] to [patient]'s eyes."), ignored_mobs = user)
. += span_info("You direct [src] to [patient]'s eyes:\n")
if(patient.stat == DEAD || patient.is_blind() || patient.get_eye_protection() >= FLASH_PROTECTION_WELDER) //this used to be just > but literally nothing accessable in the game gave greater than welder without also covering eyes
. += span_danger_ml("[patient.p_Their()] [eyes.pupils_name] don't react to the light!\n")//mob is dead
else if(brain.damage > 20)
. += span_danger_ml("[patient.p_Their()] [eyes.pupils_name] contract unevenly!\n")//mob has sustained damage to their brain
else
. += span_notice_ml("[patient.p_Their()] [eyes.pupils_name] narrow.\n")//they're okay :D
if(HAS_TRAIT(patient, TRAIT_XRAY_VISION))
. += span_danger_ml("[patient.p_Their()] [eyes.pupils_name] give an eerie glow!\n")//mob has X-ray vision
if(eyes.penlight_message != /obj/item/organ/eyes::penlight_message) //prevent default eyes from cluttering text, if this still happens somehow it displays "default message please report"
. += span_notice_ml("[eyes.penlight_examine(user, src)]\n")
if(braaaainz)
. += span_danger_ml("<b>[patient.p_Their()] eyes are webbed by fibrous black tendrils!</b>\n")
if(patient.has_status_effect(/datum/status_effect/drugginess) || patient.has_status_effect(/datum/status_effect/trance))
. += span_danger_ml("[patient.p_Their()] [eyes.pupils_name] are responsive, but entirely unfocused.")
if(patient.has_status_effect(/datum/status_effect/stoned))
. += span_danger_ml("[patient.p_Their()] eyes are wide, lazy, and bloodshot.") //this shit is GAS, batman. *wheezing chuckle*
return .
/obj/item/flashlight/proc/mouth_examine(mob/living/carbon/human/patient, mob/living/user)
. = list()
if(patient.is_mouth_covered())
to_chat(user, span_warning("You're going to need to remove that [(patient.head && patient.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!"))
return
var/list/mouth_organs = list()
for(var/obj/item/organ/organ as anything in patient.organs)
if(organ.zone == BODY_ZONE_PRECISE_MOUTH)
mouth_organs.Add(organ)
var/organ_list = ""
var/organ_count = LAZYLEN(mouth_organs)
if(organ_count)
for(var/I in 1 to organ_count)
if(I > 1)
if(I == mouth_organs.len)
organ_list += ", and "
else
organ_list += ", "
var/obj/item/organ/organ_to_display = mouth_organs[I]
organ_list += (organ_to_display.gender == "plural" ? organ_to_display.name : "\an [organ_to_display.name]")
var/pill_count = 0
for(var/datum/action/item_action/activate_pill/AP in patient.actions)
pill_count++
if(patient == user)//if we're looking on our own mouth
var/can_use_mirror = FALSE
if(isturf(user.loc))
var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
if(mirror)
switch(user.dir)
if(NORTH)
can_use_mirror = mirror.pixel_y > 0
if(SOUTH)
can_use_mirror = mirror.pixel_y < 0
if(EAST)
can_use_mirror = mirror.pixel_x > 0
if(WEST)
can_use_mirror = mirror.pixel_x < 0
patient.visible_message(span_notice("[patient] directs [src] to [patient.p_their()] mouth."), ignored_mobs = user)
. += span_info_ml("You point [src] into your mouth:\n")
if(!can_use_mirror)
to_chat(user, span_notice("You can't see anything without a mirror."))
return
if(organ_count)
. += span_notice_ml("Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].\n")
else
. += span_notice_ml("There's nothing inside your mouth.\n")
if(pill_count)
. += span_notice_ml("You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].\n")
else //if we're looking in someone elses mouth
user.visible_message(span_notice("[user] directs [src] to [patient]'s mouth."), ignored_mobs = user)
. += span_info_ml("You point [src] into [patient]'s mouth:\n")
if(organ_count)
. += span_notice_ml("Inside [patient.p_their()] mouth [organ_count > 1 ? "are" : "is"] [organ_list].\n")
else
. += span_notice_ml("[patient] doesn't have any organs in [patient.p_their()] mouth.\n")
if(pill_count)
. += span_notice_ml("[patient] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [patient.p_their()] teeth.\n")
//assess any suffocation damage
var/hypoxia_status = patient.get_oxy_loss() > 20
if(patient == user)
if(hypoxia_status)
. += span_danger_ml("Your lips appear blue!\n")//you have suffocation damage
else
. += span_notice_ml("Your lips appear healthy.\n")//you're okay!
else
if(hypoxia_status)
. += span_danger_ml("[patient.p_Their()] lips appear blue!\n")//they have suffocation damage
else
. += span_notice_ml("[patient.p_Their()] lips appear healthy.\n")//they're okay!
//assess blood level
if(patient == user)
. += span_info_ml("You press a finger to your gums:\n")
else
. += span_info_ml("You press a finger to [patient.p_their()] gums:\n")
var/cached_blood_volume = patient.get_blood_volume(apply_modifiers = TRUE)
if(cached_blood_volume <= BLOOD_VOLUME_SAFE && cached_blood_volume > BLOOD_VOLUME_OKAY)
. += span_danger_ml("Color returns slowly!\n")//low blood
else if(cached_blood_volume <= BLOOD_VOLUME_OKAY)
. += span_danger_ml("Color does not return!\n")//critical blood
else
. += span_notice_ml("Color returns quickly.\n")//they're okay :D
/obj/item/flashlight/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!ishuman(interacting_with))
return NONE
if(!light_on)
return NONE
add_fingerprint(user)
if(user.combat_mode || (user.zone_selected != BODY_ZONE_PRECISE_EYES && user.zone_selected != BODY_ZONE_PRECISE_MOUTH))
return NONE
if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
return ITEM_INTERACT_SKIP_TO_ATTACK //just hit them in the head
. = ITEM_INTERACT_BLOCKING
if(!ISADVANCEDTOOLUSER(user))
to_chat(user, span_warning("You don't have the dexterity to do this!"))
return
var/mob/living/scanning = interacting_with
if(!scanning.get_bodypart(BODY_ZONE_HEAD))
to_chat(user, span_warning("[scanning] doesn't have a head!"))
return
if(light_power < 0.5)
to_chat(user, span_warning("[src] isn't bright enough to see anything!"))
return
var/list/render_list = list()
switch(user.zone_selected)
if(BODY_ZONE_PRECISE_EYES)
render_list += eye_examine(scanning, user)
if(BODY_ZONE_PRECISE_MOUTH)
render_list += mouth_examine(scanning, user)
if(length(render_list))
//display our packaged information in an examine block for easy reading
to_chat(user, boxed_message(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
return ITEM_INTERACT_SUCCESS
return ITEM_INTERACT_BLOCKING
/// for directional sprites - so we get the same sprite in the inventory each time we pick one up
/obj/item/flashlight/equipped(mob/user, slot, initial)
. = ..()
setDir(initial(dir))
SEND_SIGNAL(user, COMSIG_ATOM_DIR_CHANGE, user.dir, user.dir) // This is dumb, but if we don't do this then the lighting overlay may be facing the wrong direction depending on how it is picked up
/// for directional sprites - so when we drop the flashlight, it drops facing the same way the user is facing
/obj/item/flashlight/dropped(mob/user, silent = FALSE)
. = ..()
if(istype(user) && dir != user.dir)
setDir(user.dir)
/// when hit by a light disruptor - turns the light off, forces the light to be disabled for a few seconds
/obj/item/flashlight/on_saboteur(datum/source, disrupt_duration)
. = ..()
if(light_on)
toggle_light()
COOLDOWN_START(src, disabled_time, disrupt_duration)
return TRUE
/obj/item/flashlight/update_atom_colour()
. = ..()
if (ignore_base_color)
return
var/list/applied_matrix = cached_color_filter
if (!applied_matrix)
applied_matrix = color_transition_filter(color, SATURATION_OVERRIDE)
var/new_light_color = apply_matrix_to_color(initial(light_color), applied_matrix["color"], applied_matrix["space"] || COLORSPACE_RGB)
set_light_color(new_light_color)
/obj/item/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
dir = EAST
icon_state = "penlight"
inhand_icon_state = ""
worn_icon_state = "pen"
w_class = WEIGHT_CLASS_TINY
obj_flags = CONDUCTS_ELECTRICITY
light_range = 2
light_power = 0.8
light_color = "#CCFFFF"
has_closed_handle = FALSE
COOLDOWN_DECLARE(holosign_cooldown)
/obj/item/flashlight/pen/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
balloon_alert(user, "not ready!")
return ITEM_INTERACT_BLOCKING
var/turf/target_turf = get_turf(interacting_with)
var/mob/living/living_target = locate(/mob/living) in target_turf
if(!living_target || (living_target == user))
return ITEM_INTERACT_BLOCKING
to_chat(living_target, span_boldnotice("[user] is offering medical assistance; please halt your actions."))
new /obj/effect/temp_visual/medical_holosign(target_turf, user) //produce a holographic glow
COOLDOWN_START(src, holosign_cooldown, 10 SECONDS)
return ITEM_INTERACT_SUCCESS
// see: [/datum/wound/burn/flesh/proc/uv()]
/obj/item/flashlight/pen/paramedic
name = "paramedic penlight"
desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into."
icon_state = "penlight_surgical"
light_color = LIGHT_COLOR_PURPLE
/// Our current UV cooldown
COOLDOWN_DECLARE(uv_cooldown)
/// How long between UV fryings
var/uv_cooldown_length = 30 SECONDS
/// How much sanitization to apply to the burn wound
var/uv_power = 1
/obj/effect/temp_visual/medical_holosign
name = "medical holosign"
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
icon_state = "medi_holo"
duration = 30
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
. = ..()
playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise!
if(creator)
visible_message(span_danger("[creator] created a medical hologram!"))
/obj/item/flashlight/seclite
name = "seclite"
desc = "A robust flashlight used by security."
dir = EAST
icon_state = "seclite"
inhand_icon_state = "seclite"
worn_icon_state = "seclite"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
force = 9 // Not as good as a stun baton.
light_range = 5 // A little better than the standard flashlight.
light_power = 0.8
light_color = "#99ccff"
hitsound = 'sound/items/weapons/genhit1.ogg'
has_closed_handle = FALSE
// the desk lamps are a bit special
/obj/item/flashlight/lamp
name = "desk lamp"
desc = "A desk lamp with an adjustable mount."
icon_state = "lamp"
inhand_icon_state = "lamp"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
force = 10
light_range = 3.5
light_system = COMPLEX_LIGHT
light_color = LIGHT_COLOR_FAINT_BLUE
w_class = WEIGHT_CLASS_BULKY
obj_flags = CONDUCTS_ELECTRICITY
custom_materials = null
start_on = TRUE
has_closed_handle = FALSE
// green-shaded desk lamp
/obj/item/flashlight/lamp/green
desc = "A classic green-shaded desk lamp."
icon_state = "lampgreen"
inhand_icon_state = "lampgreen"
light_color = LIGHT_COLOR_TUNGSTEN
//Bananalamp
/obj/item/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
inhand_icon_state = null
light_color = LIGHT_COLOR_BRIGHT_YELLOW
// FLARES
/obj/item/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
light_range = 7 // Pretty bright.
icon_state = "flare"
inhand_icon_state = "flare"
worn_icon_state = "flare"
actions_types = list()
heat = 1000
light_color = LIGHT_COLOR_FLARE
light_system = OVERLAY_LIGHT
light_power = 2
sound_on = 'sound/items/match_strike.ogg'
toggle_context = FALSE
has_closed_handle = FALSE
/// How many seconds of fuel we have left
var/fuel = 0
/// Do we randomize the fuel when initialized
var/randomize_fuel = TRUE
/// How much damage it does when turned on
var/on_damage = 7
/// Type of atom thats spawns after fuel is used up
var/trash_type = /obj/item/trash/flare
/// If the light source can be extinguished
var/can_be_extinguished = FALSE
custom_materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT * 0.5,
/datum/material/plasma = SMALL_MATERIAL_AMOUNT * 0.5,
/datum/material/plastic = SMALL_MATERIAL_AMOUNT * 0.5,
)
/obj/item/flashlight/flare/Initialize(mapload)
. = ..()
if(randomize_fuel)
fuel = rand(10 MINUTES, 15 MINUTES)
if(light_on)
attack_verb_continuous = string_list(list("burns", "singes"))
attack_verb_simple = string_list(list("burn", "singe"))
hitsound = 'sound/items/tools/welder.ogg'
force = on_damage
damtype = BURN
update_brightness()
/obj/item/flashlight/flare/grind_results()
return list(/datum/reagent/sulfur = 15)
/obj/item/flashlight/flare/init_slapcrafting()
return
/obj/item/flashlight/flare/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/flare/afterattack(atom/target, mob/user, click_parameters)
if(!isliving(target))
return
var/mob/living/victim = target
if(get_temperature() && victim.ignite_mob())
message_admins("[ADMIN_LOOKUPFLW(user)] set [key_name_admin(victim)] on fire with [src] at [AREACOORD(user)]")
user.log_message("set [key_name(victim)] on fire with [src]", LOG_ATTACK)
/obj/item/flashlight/flare/toggle_light()
if(light_on || !fuel)
return FALSE
. = ..()
name = "lit [initial(name)]"
attack_verb_continuous = string_list(list("burns", "singes"))
attack_verb_simple = string_list(list("burn", "singe"))
hitsound = 'sound/items/tools/welder.ogg'
force = on_damage
damtype = BURN
/obj/item/flashlight/flare/proc/turn_off()
set_light_on(FALSE)
name = initial(name)
attack_verb_continuous = initial(attack_verb_continuous)
attack_verb_simple = initial(attack_verb_simple)
hitsound = initial(hitsound)
force = initial(force)
damtype = initial(damtype)
update_brightness()
/obj/item/flashlight/flare/extinguish()
. = ..()
if((fuel != INFINITY) && can_be_extinguished)
turn_off()
/obj/item/flashlight/flare/update_brightness()
..()
inhand_icon_state = "[initial(inhand_icon_state)]" + (light_on ? "-on" : "")
update_appearance()
/obj/item/flashlight/flare/process(seconds_per_tick)
open_flame(heat)
fuel = max(fuel - seconds_per_tick * (1 SECONDS), 0)
if(!fuel || !light_on)
turn_off()
STOP_PROCESSING(SSobj, src)
if(!fuel && trash_type)
new trash_type(loc)
qdel(src)
/obj/item/flashlight/flare/proc/ignition(mob/user)
if(!fuel)
if(user)
balloon_alert(user, "out of fuel!")
return NO_FUEL
if(light_on)
if(user)
balloon_alert(user, "already lit!")
return ALREADY_LIT
if(!toggle_light())
return FAILURE
if(fuel != INFINITY)
START_PROCESSING(SSobj, src)
return SUCCESS
/obj/item/flashlight/flare/fire_act(exposed_temperature, exposed_volume)
ignition()
return ..()
/obj/item/flashlight/flare/attack_self(mob/user)
if(ignition(user) == SUCCESS)
user.visible_message(span_notice("[user] lights \the [src]."), span_notice("You light \the [initial(src.name)]!"))
/obj/item/flashlight/flare/get_temperature()
return light_on * heat
/obj/item/flashlight/flare/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to \
humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
inhand_icon_state = "candle"
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_TINY
heat = 1000
light_range = 2
light_power = 1.5
light_color = LIGHT_COLOR_FIRE
fuel = 35 MINUTES
randomize_fuel = FALSE
trash_type = /obj/item/trash/candle
can_be_extinguished = TRUE
custom_materials = null //candles are made of wax (which doesn't exists as a material type as of 2025) and not plastic
/// The current wax level, used for drawing the correct icon
var/current_wax_level = 1
/// The previous wax level, remembered so we only have to make 3 update_appearance calls total as opposed to every tick
var/last_wax_level = 1
/obj/item/flashlight/flare/candle/Initialize(mapload)
. = ..()
AddElement(/datum/element/floor_placeable)
AddElement(/datum/element/update_icon_updates_onmob)
/**
* Just checks the wax level of the candle for displaying the correct sprite.
*
* This gets called in process() every tick. If the wax level has changed, then we call our update.
*/
/obj/item/flashlight/flare/candle/proc/check_wax_level()
switch(fuel)
if(25 MINUTES to INFINITY)
current_wax_level = 1
if(15 MINUTES to 25 MINUTES)
current_wax_level = 2
if(0 to 15 MINUTES)
current_wax_level = 3
if(last_wax_level != current_wax_level)
last_wax_level = current_wax_level
update_appearance(UPDATE_ICON | UPDATE_NAME)
/obj/item/flashlight/flare/candle/update_icon_state()
. = ..()
icon_state = "candle[current_wax_level][light_on ? "_lit" : ""]"
inhand_icon_state = "candle[light_on ? "_lit" : ""]"
/**
* Try to ignite the candle.
*
* Candles are ignited a bit differently from flares, in that they must be manually lit from other fire sources.
* This will perform all the necessary checks to ensure that can happen, and display a message if it worked.
*
* Arguments:
* * obj/item/fire_starter - the item being used to ignite the candle.
* * mob/user - the user to display a message to.
*/
/obj/item/flashlight/flare/candle/proc/try_light_candle(obj/item/fire_starter, mob/user)
if(!istype(fire_starter))
return
if(!istype(user))
return
var/success_msg = fire_starter.ignition_effect(src, user)
var/ignition_result
if(success_msg)
ignition_result = ignition()
switch(ignition_result)
if(SUCCESS)
update_appearance(UPDATE_ICON | UPDATE_NAME)
user.visible_message(success_msg)
return SUCCESS
if(ALREADY_LIT)
balloon_alert(user, "already lit!")
return ALREADY_LIT
if(NO_FUEL)
balloon_alert(user, "out of fuel!")
return NO_FUEL
/obj/item/flashlight/flare/candle/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
if(get_temperature())
if(istype(tool, /obj/item/cigarette))
var/obj/item/cigarette/cig = tool
if(cig.lit)
return NONE
cig.light()
if(cig.loc == user)
user.visible_message(
span_rose("[user] holds [user.p_their()] [cig.name] to [src] and lights it, like a true romantic."),
span_rose("You hold your [cig.name] to [src] and light it, like a true romantic."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
else
user.visible_message(
span_rose("[user] lights [cig] with [src], like a true romantic."),
span_rose("You light [cig] with [src], like a true romantic."),
visible_message_flags = ALWAYS_SHOW_SELF_MESSAGE,
)
return ITEM_INTERACT_SUCCESS
return NONE
if(try_light_candle(tool, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/flashlight/flare/candle/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
if(get_temperature())
return NONE
if(try_light_candle(interacting_with, user))
return ITEM_INTERACT_SUCCESS
return NONE
/obj/item/flashlight/flare/candle/ignition_effect(atom/A, mob/user)
if(!get_temperature())
return ""
if(isitem(A) && A.loc == user)
return span_rose("[user] holds [A] in the flame of [src], letting it catch fire.")
return span_rose("[user] lights [A] ablaze with [src], like a true romantic.")
/obj/item/flashlight/flare/candle/attack_self(mob/user)
if(light_on && (fuel != INFINITY || !can_be_extinguished)) // can't extinguish eternal candles
turn_off()
user.visible_message(span_notice("[user] snuffs [src]."))
/obj/item/flashlight/flare/candle/process(seconds_per_tick)
. = ..()
check_wax_level()
/obj/item/flashlight/flare/candle/infinite
name = "eternal candle"
fuel = INFINITY
randomize_fuel = FALSE
can_be_extinguished = FALSE
start_on = TRUE
/obj/item/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
light_range = 4
light_power = 1.3
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
custom_materials = list(/datum/material/wood = SMALL_MATERIAL_AMOUNT*0.5)
/obj/item/flashlight/flare/torch/on
start_on = TRUE
/obj/item/flashlight/flare/torch/everburning
name = "everburning torch"
desc = "A torch which burns continuously, even in the vacuum of space"
can_be_extinguished = FALSE
fuel = INFINITY
randomize_fuel = FALSE
start_on = TRUE
custom_materials = null
/obj/item/flashlight/flare/torch/red
color = "#ff0000"
light_range = 2
/obj/item/flashlight/flare/torch/red/on
start_on = 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 = 5 // luminosity when on
light_power = 1.5
light_color = "#ffcc66"
light_system = OVERLAY_LIGHT
/obj/item/flashlight/lantern/on
start_on = TRUE
/obj/item/flashlight/lantern/heirloom_moth
name = "old lantern"
desc = "An old lantern that has seen plenty of use."
light_range = 3.5
/obj/item/flashlight/lantern/syndicate
name = "suspicious lantern"
desc = "A suspicious looking lantern."
icon_state = "syndilantern"
inhand_icon_state = "syndilantern"
light_range = 6
light_power = 2
light_color = "#ffffe6"
/obj/item/flashlight/lantern/jade
name = "jade lantern"
desc = "An ornate, green lantern."
color = LIGHT_COLOR_GREEN
/obj/item/flashlight/lantern/jade/on
start_on = TRUE
/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 = 6 //luminosity when on
light_color = "#ffff66"
light_system = OVERLAY_LIGHT
has_closed_handle = FALSE
/obj/item/flashlight/emp
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_timer = 0
/// How many seconds between each recharge
var/charge_delay = 20
/obj/item/flashlight/emp/Initialize(mapload)
. = ..()
START_PROCESSING(SSobj, src)
/obj/item/flashlight/emp/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flashlight/emp/process(seconds_per_tick)
charge_timer += seconds_per_tick
if(charge_timer < charge_delay)
return FALSE
charge_timer -= charge_delay
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
return TRUE
/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
if(light_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/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
. = ..()
if(. & ITEM_INTERACT_ANY_BLOCKER)
return
if(emp_cur_charges > 0)
emp_cur_charges -= 1
if(ismob(interacting_with))
var/mob/empd = interacting_with
log_combat(user, empd, "attacked", "EMP-light")
empd.visible_message(span_danger("[user] blinks \the [src] at \the [empd]."), \
span_userdanger("[user] blinks \the [src] at you."))
else
interacting_with.visible_message(span_danger("[user] blinks \the [src] at \the [interacting_with]."))
to_chat(user, span_notice("\The [src] now has [emp_cur_charges] charge\s."))
interacting_with.emp_act(EMP_HEAVY)
else
to_chat(user, span_warning("\The [src] needs time to recharge!"))
return ITEM_INTERACT_SUCCESS
/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,
// Flares need to process (for hotspots) tho so this becomes irrelevant
/obj/item/flashlight/glowstick
name = "glowstick"
desc = "A military-grade glowstick."
custom_price = PAYCHECK_LOWER
w_class = WEIGHT_CLASS_SMALL
light_range = 3.5
light_power = 2
light_system = OVERLAY_LIGHT
color = LIGHT_COLOR_GREEN
icon_state = "glowstick"
base_icon_state = "glowstick"
inhand_icon_state = null
worn_icon_state = "lightstick"
sound_on = 'sound/effects/wounds/crack2.ogg' // the cracking sound isn't just for wounds silly
toggle_context = FALSE
ignore_base_color = TRUE
has_closed_handle = FALSE
custom_materials = null
/// How much max fuel we have
var/max_fuel = 0
/// How much oxygen gets added upon cracking the stick. Doesn't actually produce a reaction with the fluid but it does allow for bootleg chemical "grenades"
var/oxygen_added = 5
/// How much temperature gets added for every unit of fuel burned down
var/temp_per_fuel = 3
/// Type of reagent we add as fuel
var/fuel_type = /datum/reagent/luminescent_fluid
/// The timer id powering our burning
var/timer_id = TIMER_ID_NULL
/obj/item/flashlight/glowstick/Initialize(mapload, fuel_override = null, fuel_type_override = null)
max_fuel = isnull(fuel_override) ? rand(20, 25) : fuel_override
if (fuel_type_override)
fuel_type = fuel_type_override
create_reagents(max_fuel + oxygen_added, DRAWABLE | INJECTABLE)
reagents.add_reagent(fuel_type, max_fuel)
. = ..()
set_light_color(color)
AddComponentFrom(
SOURCE_EDIBLE_INNATE,\
/datum/component/edible,\
food_flags = FOOD_NO_EXAMINE,\
volume = reagents.total_volume,\
bite_consumption = round(reagents.total_volume / (rand(20, 30) * 0.1)),\
)
RegisterSignal(reagents, COMSIG_REAGENTS_HOLDER_UPDATED, PROC_REF(on_reagent_change))
/obj/item/flashlight/glowstick/grind_results()
. = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10)
if(!light_on)
.[/datum/reagent/oxygen] = 5
/obj/item/flashlight/glowstick/proc/get_fuel()
return reagents.get_reagent_amount(fuel_type)
/// Burns down the glowstick by the specified time
/// Returns the amount of time we need to burn before a visual change will occur
/obj/item/flashlight/glowstick/proc/burn_down(amount = 0)
if (!reagents.remove_all(amount))
turn_off()
return 0
var/fuel = get_fuel()
if (fuel <= 0)
turn_off()
return 0
reagents.expose_temperature(amount * temp_per_fuel)
if(fuel >= max_fuel * 0.4)
set_light_range(3)
set_light_power(1.5)
else if(fuel >= max_fuel * 0.3)
set_light_range(2)
set_light_power(1.25)
else if(fuel >= max_fuel * 0.2)
set_light_power(1)
else if(fuel >= max_fuel * 0.1)
set_light_range(1.5)
set_light_power(0.5)
return round(reagents.total_volume * 0.1)
/obj/item/flashlight/glowstick/proc/burn_loop(amount = 0)
timer_id = TIMER_ID_NULL
var/burn_next = burn_down(amount)
if(burn_next <= 0)
return
timer_id = addtimer(CALLBACK(src, PROC_REF(burn_loop), burn_next), burn_next MINUTES, TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_OVERRIDE)
/obj/item/flashlight/glowstick/proc/turn_on()
reagents.add_reagent(/datum/reagent/oxygen, oxygen_added)
set_light_on(TRUE) // Just in case
var/datum/action/toggle = locate(/datum/action/item_action/toggle_light) in actions
// No sense having a toggle light action that we don't use eh?
if(toggle)
remove_item_action(toggle)
burn_loop(round(reagents.total_volume * 0.1))
/obj/item/flashlight/glowstick/proc/turn_off()
var/datum/action/toggle = locate(/datum/action/item_action/toggle_light) in actions
if(get_fuel() && !toggle)
add_item_action(/datum/action/item_action/toggle_light)
if(timer_id != TIMER_ID_NULL)
deltimer(timer_id)
timer_id = TIMER_ID_NULL
set_light_on(FALSE)
update_appearance(UPDATE_ICON)
/obj/item/flashlight/glowstick/proc/on_reagent_change(datum/source)
SIGNAL_HANDLER
if (!get_fuel() && light_on)
turn_off()
/obj/item/flashlight/glowstick/update_icon_state()
. = ..()
icon_state = "[base_icon_state][(get_fuel() <= 0) ? "-empty" : ""]"
inhand_icon_state = "[base_icon_state][((get_fuel() > 0) && light_on) ? "-on" : ""]"
/obj/item/flashlight/glowstick/update_overlays()
. = ..()
if(get_fuel() <= 0 && !light_on)
return
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
glowstick_overlay.color = color
. += glowstick_overlay
/obj/item/flashlight/glowstick/toggle_light(mob/user)
if(get_fuel() <= 0)
return FALSE
if(light_on)
return FALSE
return ..()
/obj/item/flashlight/glowstick/attack_self(mob/user)
if(get_fuel() <= 0)
balloon_alert(user, "glowstick is spent!")
return
if(light_on)
balloon_alert(user, "already lit!")
return
. = ..()
if(.)
user.visible_message(span_notice("[user] cracks and shakes [src]."), span_notice("You crack and shake [src], turning it on!"))
turn_on()
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
if(!get_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/eyes/eyes = user.get_organ_slot(ORGAN_SLOT_EYES)
if(!eyes)
user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!"))
return SHAME
user.visible_message(span_suicide("[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!"))
burn_loop(get_fuel())
return FIRELOSS
/obj/item/flashlight/glowstick/red
name = "red glowstick"
color = COLOR_SOFT_RED
fuel_type = /datum/reagent/luminescent_fluid/red
/obj/item/flashlight/glowstick/blue
name = "blue glowstick"
color = LIGHT_COLOR_BLUE
fuel_type = /datum/reagent/luminescent_fluid/blue
/obj/item/flashlight/glowstick/cyan
name = "cyan glowstick"
color = LIGHT_COLOR_CYAN
fuel_type = /datum/reagent/luminescent_fluid/cyan
/obj/item/flashlight/glowstick/orange
name = "orange glowstick"
color = LIGHT_COLOR_ORANGE
fuel_type = /datum/reagent/luminescent_fluid/orange
/obj/item/flashlight/glowstick/yellow
name = "yellow glowstick"
color = LIGHT_COLOR_DIM_YELLOW
fuel_type = /datum/reagent/luminescent_fluid/yellow
/obj/item/flashlight/glowstick/pink
name = "pink glowstick"
color = LIGHT_COLOR_PINK
fuel_type = /datum/reagent/luminescent_fluid/pink
/obj/item/flashlight/spotlight //invisible lighting source
name = "disco light"
desc = "Groovy..."
icon_state = null
light_system = OVERLAY_LIGHT
light_range = 4
light_power = 2
alpha = 0
layer = ABOVE_OPEN_TURF_LAYER
plane = FLOOR_PLANE
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
has_closed_handle = FALSE
///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
start_on = TRUE
/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 powerful antiphoton projector, capable of projecting a bubble of darkness around the user."
icon_state = "flashdark"
inhand_icon_state = "flashdark"
light_system = COMPLEX_LIGHT //The overlay light component is not yet ready to produce darkness.
light_range = 0
light_color = COLOR_WHITE
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_range = 3.5
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
var/dark_light_power = -3
/obj/item/flashlight/flashdark/Initialize(mapload)
. = ..()
AddComponent(/datum/component/overlay_lighting, dark_light_range, dark_light_power, force = TRUE)
/obj/item/flashlight/flashdark/update_brightness()
. = ..()
set_light(dark_light_range, dark_light_power)
//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?"
spawn_blacklisted = TRUE
obj_flags = CONDUCTS_ELECTRICITY
item_flags = DROPDEL
actions_types = list()
/obj/item/flashlight/eyelight/glow
light_system = OVERLAY_LIGHT_BEAM
light_range = 4
light_power = 2
#undef FAILURE
#undef SUCCESS
#undef NO_FUEL
#undef ALREADY_LIT
#define SLOWDOWN_ON 1
/obj/item/flashlight/lamp/space_bubble
name = "space furnace"
desc = "A heavy furnace capable of forming a temporary bubble that holds in breathable air."
icon_state = "space_lamp"
worn_icon_state = "space_lamp"
inhand_icon_state = "space_lamp"
w_class = WEIGHT_CLASS_HUGE
throw_range = 2
slot_flags = ITEM_SLOT_BACK
item_flags = SLOWS_WHILE_IN_HAND
heat = 2500
custom_materials = list(
/datum/material/iron = SHEET_MATERIAL_AMOUNT * 5,
/datum/material/silver = SHEET_MATERIAL_AMOUNT * 2.5,
/datum/material/gold = SHEET_MATERIAL_AMOUNT * 2.5,
)
light_color = LIGHT_COLOR_ORANGE
start_on = FALSE
sound_on = 'sound/effects/fire_puff.ogg'
sound_off = 'sound/items/weapons/gun/bow/bow_fire.ogg'
///The timer we track until the bubble deletes itself.
var/bubble_timer
///The amount of time that the bubble will survive for once turned on. This can't be changed normally but is a var for admins.
var/bubble_duration = (15 MINUTES)
///Boolean on whether or not a pyroclastic anomaly core has been inserted, allowing the item to be used.
var/installed_pyro_core = FALSE
///The proximity monitor & visual bubble that grants space protection to people nearby, while active.
var/datum/proximity_monitor/advanced/bubble/space_protection/space_bubble
/obj/item/flashlight/lamp/space_bubble/Initialize(mapload)
AddElement(/datum/element/update_icon_updates_onmob)
. = ..()
AddComponent(/datum/component/two_handed, require_twohands = TRUE)
update_appearance(UPDATE_DESC)
/obj/item/flashlight/lamp/space_bubble/Destroy(force)
if(space_bubble)
QDEL_NULL(space_bubble)
return ..()
/obj/item/flashlight/lamp/space_bubble/init_slapcrafting()
return
/obj/item/flashlight/lamp/space_bubble/update_icon_state()
. = ..()
if(light_on)
worn_icon_state = "[initial(worn_icon_state)]-on"
else
worn_icon_state = initial(worn_icon_state)
/obj/item/flashlight/lamp/space_bubble/update_desc(updates)
. = ..()
if(installed_pyro_core)
desc = initial(desc)
return
desc = initial(desc) + " Requires a pyroclastic anomaly core to function."
/obj/item/flashlight/lamp/space_bubble/get_temperature()
return light_on * heat
/obj/item/flashlight/lamp/space_bubble/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
. = ..()
if(light_on && istype(tool, /obj/item/cigarette))
var/obj/item/cigarette/cig = tool
if(cig.lit)
return NONE
cig.light(flavor_text = "[user] lights up \the [cig] using the burning coming out of the [src]. Damn.")
return ITEM_INTERACT_SUCCESS
if(!istype(tool, /obj/item/assembly/signaler/anomaly/pyro) || installed_pyro_core)
return NONE
user.balloon_alert(user, "core inserted")
qdel(tool)
installed_pyro_core = TRUE
playsound(src, 'sound/machines/crate/crate_open.ogg', 50, FALSE)
update_appearance(UPDATE_DESC)
return ITEM_INTERACT_SUCCESS
/obj/item/flashlight/lamp/space_bubble/toggle_light(mob/user)
if(!installed_pyro_core)
user.balloon_alert(user, "core missing!")
return FALSE
var/datum/gas_mixture/environment = loc?.return_air()
var/affected_pressure = environment.return_pressure()
if(!light_on && (affected_pressure < ONE_ATMOSPHERE - 1))
user.balloon_alert(user, "[affected_pressure < HAZARD_LOW_PRESSURE? "no" : "low"] pressure!")
return FALSE
. = ..()
if(light_on)
if(istype(space_bubble))
QDEL_NULL(space_bubble)
bubble_timer = addtimer(CALLBACK(src, PROC_REF(start_bubble_close), "dies down..."), bubble_duration, TIMER_UNIQUE|TIMER_OVERRIDE|TIMER_STOPPABLE|TIMER_DELETE_ME)
space_bubble = new(src, 4, FALSE, src)
slowdown = SLOWDOWN_ON
drag_slowdown = SLOWDOWN_ON
user.update_equipment_speed_mods()
return
close_bubble(user)
///Uses an arg for special flavortext to be balloon alerted to everyone, then gives an extra 5 seconds before killing the bubble.
/obj/item/flashlight/lamp/space_bubble/proc/start_bubble_close(special_flavortext)
if(special_flavortext)
balloon_alert_to_viewers(special_flavortext)
var/mob/living/potential_mob = recursive_loc_check(src, /mob/living) || null
addtimer(CALLBACK(src, PROC_REF(toggle_light), potential_mob), 5 SECONDS, TIMER_UNIQUE|TIMER_DELETE_ME)
///Closes the bubble and cleans up after itself. Optional 'user' arg for the mob turning us off.
/obj/item/flashlight/lamp/space_bubble/proc/close_bubble(mob/user)
QDEL_NULL(space_bubble)
if(bubble_timer)
deltimer(bubble_timer)
slowdown = initial(slowdown)
drag_slowdown = initial(drag_slowdown)
if(user)
user.update_equipment_speed_mods()
#undef SLOWDOWN_ON
///Pre-core activated one for admin spawning.
/obj/item/flashlight/lamp/space_bubble/preactivated
installed_pyro_core = TRUE