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* Fixes internal/external organ for checks * Update dna.dm fix a code conflict * Update supplypod.dm fix a code conflict * Update death.dm fix a code conflict * Update supplypod.dm Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
637 lines
20 KiB
Plaintext
637 lines
20 KiB
Plaintext
/obj/item/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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custom_price = PAYCHECK_CREW
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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inhand_icon_state = "flashlight"
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worn_icon_state = "flashlight"
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lefthand_file = 'icons/mob/inhands/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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light_system = MOVABLE_LIGHT_DIRECTIONAL
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light_range = 4
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light_power = 1
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light_on = FALSE
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var/on = FALSE
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/* SKYRAT EDIT REMOVAL - MOVED TO MODUALR FLASHLIGHT.DM
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/obj/item/flashlight/Initialize(mapload)
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. = ..()
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if(icon_state == "[initial(icon_state)]-on")
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on = TRUE
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update_brightness()
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/obj/item/flashlight/proc/update_brightness(mob/user)
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if(on)
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icon_state = "[initial(icon_state)]-on"
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else
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icon_state = initial(icon_state)
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set_light_on(on)
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if(light_system == STATIC_LIGHT)
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update_light()
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/obj/item/flashlight/attack_self(mob/user)
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on = !on
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playsound(user, on ? 'sound/weapons/magin.ogg' : 'sound/weapons/magout.ogg', 40, TRUE)
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update_brightness(user)
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update_action_buttons()
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return 1
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*/
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/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
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if (user.is_blind())
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user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on... but [user.p_theyre()] blind!"))
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return SHAME
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user.visible_message(span_suicide("[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!"))
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return (FIRELOSS)
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/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
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add_fingerprint(user)
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if(istype(M) && on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)))
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if((HAS_TRAIT(user, TRAIT_CLUMSY) || HAS_TRAIT(user, TRAIT_DUMB)) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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if(!ISADVANCEDTOOLUSER(user))
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to_chat(user, span_warning("You don't have the dexterity to do this!"))
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return
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if(!M.get_bodypart(BODY_ZONE_HEAD))
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to_chat(user, span_warning("[M] doesn't have a head!"))
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return
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if(light_power < 1)
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to_chat(user, "[span_warning("\The [src] isn't bright enough to see anything!")] ")
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return
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switch(user.zone_selected)
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if(BODY_ZONE_PRECISE_EYES)
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if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
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to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first!"))
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return
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var/obj/item/organ/internal/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
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if(!E)
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to_chat(user, span_warning("[M] doesn't have any eyes!"))
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return
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if(M == user) //they're using it on themselves
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if(M.flash_act(visual = 1))
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M.visible_message(span_notice("[M] directs [src] to [M.p_their()] eyes."), span_notice("You wave the light in front of your eyes! Trippy!"))
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else
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M.visible_message(span_notice("[M] directs [src] to [M.p_their()] eyes."), span_notice("You wave the light in front of your eyes."))
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else
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user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), \
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span_danger("You direct [src] to [M]'s eyes."))
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if(M.stat == DEAD || (M.is_blind()) || !M.flash_act(visual = 1)) //mob is dead or fully blind
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to_chat(user, span_warning("[M]'s pupils don't react to the light!"))
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else if(M.dna && M.dna.check_mutation(/datum/mutation/human/xray)) //mob has X-ray vision
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to_chat(user, span_danger("[M]'s pupils give an eerie glow!"))
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else //they're okay!
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to_chat(user, span_notice("[M]'s pupils narrow."))
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if(BODY_ZONE_PRECISE_MOUTH)
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if(M.is_mouth_covered())
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to_chat(user, span_warning("You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first!"))
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return
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var/their = M.p_their()
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var/list/mouth_organs = new
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for(var/obj/item/organ/organ as anything in M.internal_organs)
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if(organ.zone == BODY_ZONE_PRECISE_MOUTH)
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mouth_organs.Add(organ)
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var/organ_list = ""
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var/organ_count = LAZYLEN(mouth_organs)
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if(organ_count)
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for(var/I in 1 to organ_count)
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if(I > 1)
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if(I == mouth_organs.len)
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organ_list += ", and "
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else
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organ_list += ", "
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var/obj/item/organ/O = mouth_organs[I]
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organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
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var/pill_count = 0
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for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
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pill_count++
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if(M == user)
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var/can_use_mirror = FALSE
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if(isturf(user.loc))
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var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
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if(mirror)
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switch(user.dir)
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if(NORTH)
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can_use_mirror = mirror.pixel_y > 0
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if(SOUTH)
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can_use_mirror = mirror.pixel_y < 0
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if(EAST)
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can_use_mirror = mirror.pixel_x > 0
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if(WEST)
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can_use_mirror = mirror.pixel_x < 0
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M.visible_message(span_notice("[M] directs [src] to [their] mouth."), \
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span_notice("You point [src] into your mouth."))
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if(!can_use_mirror)
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to_chat(user, span_notice("You can't see anything without a mirror."))
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return
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if(organ_count)
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to_chat(user, span_notice("Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list]."))
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else
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to_chat(user, span_notice("There's nothing inside your mouth."))
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if(pill_count)
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to_chat(user, span_notice("You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""]."))
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else
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user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."),\
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span_notice("You direct [src] to [M]'s mouth."))
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if(organ_count)
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to_chat(user, span_notice("Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list]."))
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else
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to_chat(user, span_notice("[M] doesn't have any organs in [their] mouth."))
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if(pill_count)
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to_chat(user, span_notice("[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth."))
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else
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return ..()
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/obj/item/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
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icon_state = "penlight"
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inhand_icon_state = ""
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worn_icon_state = "pen"
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w_class = WEIGHT_CLASS_TINY
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flags_1 = CONDUCT_1
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light_range = 2
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var/holo_cooldown = 0
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/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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if(holo_cooldown > world.time)
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to_chat(user, span_warning("[src] is not ready yet!"))
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return
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var/T = get_turf(target)
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if(locate(/mob/living) in T)
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new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
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holo_cooldown = world.time + 10 SECONDS
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return
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// see: [/datum/wound/burn/proc/uv()]
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/obj/item/flashlight/pen/paramedic
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name = "paramedic penlight"
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desc = "A high-powered UV penlight intended to help stave off infection in the field on serious burned patients. Probably really bad to look into."
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icon_state = "penlight_surgical"
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/// Our current UV cooldown
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COOLDOWN_DECLARE(uv_cooldown)
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/// How long between UV fryings
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var/uv_cooldown_length = 30 SECONDS
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/// How much sanitization to apply to the burn wound
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var/uv_power = 1
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/obj/effect/temp_visual/medical_holosign
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name = "medical holosign"
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desc = "A small holographic glow that indicates a medic is coming to treat a patient."
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icon_state = "medi_holo"
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duration = 30
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/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
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. = ..()
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playsound(loc, 'sound/machines/ping.ogg', 50, FALSE) //make some noise!
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if(creator)
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visible_message(span_danger("[creator] created a medical hologram!"))
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/obj/item/flashlight/seclite
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name = "seclite"
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desc = "A robust flashlight used by security."
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icon_state = "seclite"
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inhand_icon_state = "seclite"
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worn_icon_state = "seclite"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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force = 9 // Not as good as a stun baton.
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light_range = 5 // A little better than the standard flashlight.
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hitsound = 'sound/weapons/genhit1.ogg'
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// the desk lamps are a bit special
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/obj/item/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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inhand_icon_state = "lamp"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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light_range = 5
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light_system = STATIC_LIGHT
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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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light_range = 7 // Pretty bright.
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icon_state = "flare"
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inhand_icon_state = "flare"
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worn_icon_state = "flare"
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actions_types = list()
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/// How many seconds of fuel we have left
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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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light_system = MOVABLE_LIGHT
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grind_results = list(/datum/reagent/sulfur = 15)
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/obj/item/flashlight/flare/Initialize(mapload)
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. = ..()
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fuel = rand(1600, 2000)
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/obj/item/flashlight/flare/process(delta_time)
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open_flame(heat)
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fuel = max(fuel -= delta_time, 0)
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if(fuel <= 0 || !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_notice("[user] lights [A] with [src] like a real badass.") : ""
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/obj/item/flashlight/flare/turn_off() //SKYRAT EDIT CHANGE
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//on = FALSE SKYRAT EDIT REMOVAL
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force = initial(src.force)
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damtype = initial(src.damtype)
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/* SKYRAT EDIT REMOVAL
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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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*/
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. = ..()
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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 <= 0)
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to_chat(user, span_warning("[src] is out of fuel!"))
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return
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if(on)
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to_chat(user, span_warning("[src] is already 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_notice("[user] lights \the [src]."), span_notice("You light \the [src]!"))
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force = on_damage
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damtype = BURN
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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_SMALL
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light_range = 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"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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desc = "A mining lantern."
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light_range = 6 // luminosity when on
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light_system = MOVABLE_LIGHT
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/obj/item/flashlight/lantern/heirloom_moth
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name = "old lantern"
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desc = "An old lantern that has seen plenty of use."
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light_range = 4
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/obj/item/flashlight/lantern/syndicate
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name = "suspicious lantern"
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desc = "A suspicious looking lantern."
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icon_state = "syndilantern"
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inhand_icon_state = "syndilantern"
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light_range = 10
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/obj/item/flashlight/lantern/jade
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name = "jade lantern"
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desc = "An ornate, green lantern."
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color = LIGHT_COLOR_GREEN
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light_color = LIGHT_COLOR_GREEN
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/obj/item/flashlight/slime
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gender = PLURAL
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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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inhand_icon_state = "slime"
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = ITEM_SLOT_BELT
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custom_materials = null
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light_range = 7 //luminosity when on
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light_system = MOVABLE_LIGHT
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/obj/item/flashlight/emp
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special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
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special_desc = "This flashlight is equipped with a miniature EMP generator." //SKYRAT EDIT
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var/emp_max_charges = 4
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var/emp_cur_charges = 4
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var/charge_timer = 0
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/// How many seconds between each recharge
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var/charge_delay = 20
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/obj/item/flashlight/emp/Initialize(mapload)
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/flashlight/emp/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/flashlight/emp/process(delta_time)
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charge_timer += delta_time
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if(charge_timer < charge_delay)
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return FALSE
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charge_timer -= charge_delay
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emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
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return TRUE
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/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
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if(on && (user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))) // call original attack when examining organs
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..()
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return
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/obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(emp_cur_charges > 0)
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emp_cur_charges -= 1
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if(ismob(A))
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|
var/mob/M = A
|
|
log_combat(user, M, "attacked", "EMP-light")
|
|
M.visible_message(span_danger("[user] blinks \the [src] at \the [A]."), \
|
|
span_userdanger("[user] blinks \the [src] at you."))
|
|
else
|
|
A.visible_message(span_danger("[user] blinks \the [src] at \the [A]."))
|
|
to_chat(user, span_notice("\The [src] now has [emp_cur_charges] charge\s."))
|
|
A.emp_act(EMP_HEAVY)
|
|
else
|
|
to_chat(user, span_warning("\The [src] needs time to recharge!"))
|
|
return
|
|
|
|
/obj/item/flashlight/emp/debug //for testing emp_act()
|
|
name = "debug EMP flashlight"
|
|
emp_max_charges = 100
|
|
emp_cur_charges = 100
|
|
|
|
// Glowsticks, in the uncomfortable range of similar to flares,
|
|
// but not similar enough to make it worth a refactor
|
|
/obj/item/flashlight/glowstick
|
|
name = "glowstick"
|
|
desc = "A military-grade glowstick."
|
|
custom_price = PAYCHECK_LOWER
|
|
w_class = WEIGHT_CLASS_SMALL
|
|
light_range = 4
|
|
light_system = MOVABLE_LIGHT
|
|
color = LIGHT_COLOR_GREEN
|
|
icon_state = "glowstick"
|
|
base_icon_state = "glowstick"
|
|
inhand_icon_state = "glowstick"
|
|
worn_icon_state = "lightstick"
|
|
grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick
|
|
/// How many seconds of fuel we have left
|
|
var/fuel = 0
|
|
|
|
|
|
/obj/item/flashlight/glowstick/Initialize(mapload)
|
|
fuel = rand(3200, 4000)
|
|
set_light_color(color)
|
|
return ..()
|
|
|
|
|
|
/obj/item/flashlight/glowstick/Destroy()
|
|
STOP_PROCESSING(SSobj, src)
|
|
return ..()
|
|
|
|
|
|
/obj/item/flashlight/glowstick/process(delta_time)
|
|
fuel = max(fuel - delta_time, 0)
|
|
if(fuel <= 0)
|
|
turn_off()
|
|
STOP_PROCESSING(SSobj, src)
|
|
update_appearance()
|
|
|
|
/* SKYRAT EDIT REMOVAL
|
|
/obj/item/flashlight/glowstick/proc/turn_off()
|
|
on = FALSE
|
|
update_appearance()
|
|
*/
|
|
|
|
/obj/item/flashlight/glowstick/update_appearance(updates=ALL)
|
|
. = ..()
|
|
if(fuel <= 0)
|
|
set_light_on(FALSE)
|
|
return
|
|
if(on)
|
|
set_light_on(TRUE)
|
|
return
|
|
|
|
/obj/item/flashlight/glowstick/update_icon_state()
|
|
icon_state = "[base_icon_state][(fuel <= 0) ? "-empty" : ""]"
|
|
inhand_icon_state = "[base_icon_state][((fuel > 0) && on) ? "-on" : ""]"
|
|
return ..()
|
|
|
|
/obj/item/flashlight/glowstick/update_overlays()
|
|
. = ..()
|
|
if(fuel <= 0 && !on)
|
|
return
|
|
|
|
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
|
|
glowstick_overlay.color = color
|
|
. += glowstick_overlay
|
|
|
|
|
|
/obj/item/flashlight/glowstick/attack_self(mob/user)
|
|
if(fuel <= 0)
|
|
to_chat(user, span_notice("[src] is spent."))
|
|
return
|
|
if(on)
|
|
to_chat(user, span_warning("[src] is already lit!"))
|
|
return
|
|
|
|
. = ..()
|
|
if(.)
|
|
user.visible_message(span_notice("[user] cracks and shakes [src]."), span_notice("You crack and shake [src], turning it on!"))
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/flashlight/glowstick/suicide_act(mob/living/carbon/human/user)
|
|
if(!fuel)
|
|
user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but it's empty!"))
|
|
return SHAME
|
|
var/obj/item/organ/internal/eyes/eyes = user.getorganslot(ORGAN_SLOT_EYES)
|
|
if(!eyes)
|
|
user.visible_message(span_suicide("[user] is trying to squirt [src]'s fluids into [user.p_their()] eyes... but [user.p_they()] don't have any!"))
|
|
return SHAME
|
|
user.visible_message(span_suicide("[user] is squirting [src]'s fluids into [user.p_their()] eyes! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
fuel = 0
|
|
return (FIRELOSS)
|
|
|
|
/obj/item/flashlight/glowstick/red
|
|
name = "red glowstick"
|
|
color = COLOR_SOFT_RED
|
|
|
|
/obj/item/flashlight/glowstick/blue
|
|
name = "blue glowstick"
|
|
color = LIGHT_COLOR_BLUE
|
|
|
|
/obj/item/flashlight/glowstick/cyan
|
|
name = "cyan glowstick"
|
|
color = LIGHT_COLOR_CYAN
|
|
|
|
/obj/item/flashlight/glowstick/orange
|
|
name = "orange glowstick"
|
|
color = LIGHT_COLOR_ORANGE
|
|
|
|
/obj/item/flashlight/glowstick/yellow
|
|
name = "yellow glowstick"
|
|
color = LIGHT_COLOR_YELLOW
|
|
|
|
/obj/item/flashlight/glowstick/pink
|
|
name = "pink glowstick"
|
|
color = LIGHT_COLOR_PINK
|
|
|
|
/obj/item/flashlight/spotlight //invisible lighting source
|
|
name = "disco light"
|
|
desc = "Groovy..."
|
|
icon_state = null
|
|
light_system = MOVABLE_LIGHT
|
|
light_range = 4
|
|
light_power = 10
|
|
alpha = 0
|
|
plane = FLOOR_PLANE
|
|
on = TRUE
|
|
anchored = TRUE
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
///Boolean that switches when a full color flip ends, so the light can appear in all colors.
|
|
var/even_cycle = FALSE
|
|
///Base light_range that can be set on Initialize to use in smooth light range expansions and contractions.
|
|
var/base_light_range = 4
|
|
|
|
|
|
/obj/item/flashlight/spotlight/Initialize(mapload, _light_range, _light_power, _light_color)
|
|
. = ..()
|
|
if(!isnull(_light_range))
|
|
base_light_range = _light_range
|
|
set_light_range(_light_range)
|
|
if(!isnull(_light_power))
|
|
set_light_power(_light_power)
|
|
if(!isnull(_light_color))
|
|
set_light_color(_light_color)
|
|
|
|
|
|
/obj/item/flashlight/flashdark
|
|
name = "flashdark"
|
|
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
|
|
icon_state = "flashdark"
|
|
inhand_icon_state = "flashdark"
|
|
light_system = STATIC_LIGHT //The overlay light component is not yet ready to produce darkness.
|
|
light_range = 0
|
|
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
|
|
var/dark_light_range = 2.5
|
|
///Variable to preserve old lighting behavior in flashlights, to handle darkness.
|
|
var/dark_light_power = -3
|
|
|
|
|
|
/obj/item/flashlight/flashdark/update_brightness(mob/user)
|
|
. = ..()
|
|
if(on)
|
|
set_light(dark_light_range, dark_light_power)
|
|
else
|
|
set_light(0)
|
|
|
|
//type and subtypes spawned and used to give some eyes lights,
|
|
/obj/item/flashlight/eyelight
|
|
name = "eyelight"
|
|
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
|
|
light_system = MOVABLE_LIGHT
|
|
light_range = 15
|
|
light_power = 1
|
|
flags_1 = CONDUCT_1
|
|
item_flags = DROPDEL
|
|
actions_types = list()
|
|
|
|
/obj/item/flashlight/eyelight/adapted
|
|
name = "adaptedlight"
|
|
desc = "There is no possible way for a player to see this, so I can safely talk at length about why this exists. Adapted eyes come \
|
|
with icons that go above the lighting layer so to make sure the red eyes that pierce the darkness are always visible we make the \
|
|
human emit the smallest amount of light possible. Thanks for reading :)"
|
|
light_range = 1
|
|
light_power = 0.07
|