Files
Bubberstation/code/game/objects/structures/life_candle.dm
John Willard 952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00

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/obj/structure/life_candle
name = "life candle"
desc = "You are dead. Insert quarter to continue."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
light_color = LIGHT_COLOR_FIRE
var/icon_state_active = "candle1_lit"
var/icon_state_inactive = "candle1"
anchored = TRUE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/lit_luminosity = 2
var/list/datum/mind/linked_minds = list()
// If the body is destroyed, what do we spawn for them
var/mob_type = /mob/living/carbon/human
// If the respawned person is given a specific outfit
var/datum/outfit/outfit
// How long until we respawn them after their death.
var/respawn_time = 50
var/respawn_sound = 'sound/magic/staff_animation.ogg'
/obj/structure/life_candle/Initialize(mapload)
. = ..()
AddElement(/datum/element/movetype_handler)
/obj/structure/life_candle/attack_hand(mob/user, list/modifiers)
. = ..()
if(.)
return
if(!user.mind)
return
if(user.mind in linked_minds)
user.visible_message(span_notice("[user] reaches out and pinches the flame of [src]."), span_warning("You sever the connection between yourself and [src]."))
linked_minds -= user.mind
if(!linked_minds.len)
REMOVE_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
else
if(!linked_minds.len)
ADD_TRAIT(src, TRAIT_MOVE_FLOATING, LIFECANDLE_TRAIT)
user.visible_message(span_notice("[user] touches [src]. It seems to respond to [user.p_their()] presence!"), span_warning("You create a connection between you and [src]."))
linked_minds |= user.mind
update_appearance()
if(linked_minds.len)
START_PROCESSING(SSobj, src)
set_light(lit_luminosity)
else
STOP_PROCESSING(SSobj, src)
set_light(0)
/obj/structure/life_candle/update_icon_state()
icon_state = linked_minds.len ? icon_state_active : icon_state_inactive
return ..()
/obj/structure/life_candle/examine(mob/user)
. = ..()
if(linked_minds.len)
. += "[src] is active, and linked to [linked_minds.len] souls."
else
. += "It is static, still, unmoving."
/obj/structure/life_candle/process()
if(!linked_minds.len)
STOP_PROCESSING(SSobj, src)
return
for(var/m in linked_minds)
var/datum/mind/mind = m
if(!mind.current || (mind.current && mind.current.stat == DEAD))
addtimer(CALLBACK(src, .proc/respawn, mind), respawn_time, TIMER_UNIQUE)
/obj/structure/life_candle/proc/respawn(datum/mind/mind)
var/turf/T = get_turf(src)
var/mob/living/body
if(mind.current)
if(mind.current.stat != DEAD)
return
else
body = mind.current
if(!body)
body = new mob_type(T)
var/mob/ghostie = mind.get_ghost(TRUE)
ghostie.client?.prefs?.safe_transfer_prefs_to(body)
mind.transfer_to(body)
else
body.forceMove(T)
body.revive(full_heal = TRUE, admin_revive = TRUE)
mind.grab_ghost(TRUE)
body.flash_act()
if(ishuman(body) && istype(outfit))
outfit.equip(body)
playsound(T, respawn_sound, 50, TRUE)