mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 19:03:21 +00:00
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities. Fixes minttoxin not gibbing people with the fat disabilities. Fixes some runtimes, replacing usr by user in some places. Fixes mutation overlays being removed when updating overlays. Remove the now unused mob/var/list/mutations and human/var/blood_type Fixed some formatting in preferences.dm
668 lines
19 KiB
Plaintext
668 lines
19 KiB
Plaintext
// The lighting system
|
|
//
|
|
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
|
|
|
|
|
|
// status values shared between lighting fixtures and items
|
|
#define LIGHT_OK 0
|
|
#define LIGHT_EMPTY 1
|
|
#define LIGHT_BROKEN 2
|
|
#define LIGHT_BURNED 3
|
|
|
|
|
|
|
|
/obj/item/wallframe/light_fixture
|
|
name = "light fixture frame"
|
|
desc = "Used for building lights."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "tube-construct-item"
|
|
result_path = /obj/machinery/light_construct
|
|
inverse = 1
|
|
|
|
/obj/item/wallframe/light_fixture/small
|
|
name = "small light fixture frame"
|
|
icon_state = "bulb-construct-item"
|
|
result_path = /obj/machinery/light_construct/small
|
|
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
|
|
|
|
|
|
/obj/machinery/light_construct
|
|
name = "light fixture frame"
|
|
desc = "A light fixture under construction."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "tube-construct-stage1"
|
|
anchored = 1
|
|
layer = 5
|
|
var/stage = 1
|
|
var/fixture_type = "tube"
|
|
var/sheets_refunded = 2
|
|
var/obj/machinery/light/newlight = null
|
|
|
|
/obj/machinery/light_construct/New(loc, ndir, building)
|
|
..()
|
|
if(building)
|
|
dir = ndir
|
|
|
|
/obj/machinery/light_construct/examine(mob/user)
|
|
..()
|
|
switch(src.stage)
|
|
if(1)
|
|
user << "It's an empty frame."
|
|
if(2)
|
|
user << "It's wired."
|
|
if(3)
|
|
user << "The casing is closed."
|
|
|
|
/obj/machinery/light_construct/attackby(obj/item/weapon/W, mob/user, params)
|
|
src.add_fingerprint(user)
|
|
if (istype(W, /obj/item/weapon/wrench))
|
|
if (src.stage == 1)
|
|
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
|
usr << "<span class='notice'>You begin deconstructing [src]...</span>"
|
|
if (!do_after(usr, 30, target = src))
|
|
return
|
|
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
|
|
user.visible_message("[user.name] deconstructs [src].", \
|
|
"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
|
|
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
|
|
qdel(src)
|
|
if (src.stage == 2)
|
|
usr << "<span class='warning'>You have to remove the wires first!</span>"
|
|
return
|
|
|
|
if (src.stage == 3)
|
|
usr << "<span class='warning'>You have to unscrew the case first!</span>"
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/wirecutters))
|
|
if (src.stage != 2) return
|
|
src.stage = 1
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-construct-stage1"
|
|
if("bulb")
|
|
src.icon_state = "bulb-construct-stage1"
|
|
new /obj/item/stack/cable_coil(get_turf(src.loc), 1, "red")
|
|
user.visible_message("[user.name] removes the wiring from [src].", \
|
|
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
|
|
playsound(src.loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
|
return
|
|
|
|
if(istype(W, /obj/item/stack/cable_coil))
|
|
if (src.stage != 1) return
|
|
var/obj/item/stack/cable_coil/coil = W
|
|
if (coil.use(1))
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-construct-stage2"
|
|
if("bulb")
|
|
src.icon_state = "bulb-construct-stage2"
|
|
src.stage = 2
|
|
user.visible_message("[user.name] adds wires to [src].", \
|
|
"<span class='notice'>You add wires to [src].</span>")
|
|
else
|
|
user << "<span class='warning'>You need one length of cable to wire [src]!</span>"
|
|
return
|
|
|
|
if(istype(W, /obj/item/weapon/screwdriver))
|
|
if (src.stage == 2)
|
|
switch(fixture_type)
|
|
if ("tube")
|
|
src.icon_state = "tube-empty"
|
|
if("bulb")
|
|
src.icon_state = "bulb-empty"
|
|
src.stage = 3
|
|
user.visible_message("[user.name] closes [src]'s casing.", \
|
|
"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
|
|
|
switch(fixture_type)
|
|
|
|
if("tube")
|
|
newlight = new /obj/machinery/light/built(src.loc)
|
|
if ("bulb")
|
|
newlight = new /obj/machinery/light/small/built(src.loc)
|
|
|
|
newlight.dir = src.dir
|
|
src.transfer_fingerprints_to(newlight)
|
|
qdel(src)
|
|
return
|
|
..()
|
|
|
|
/obj/machinery/light_construct/small
|
|
name = "small light fixture frame"
|
|
icon_state = "bulb-construct-stage1"
|
|
fixture_type = "bulb"
|
|
sheets_refunded = 1
|
|
|
|
// the standard tube light fixture
|
|
/obj/machinery/light
|
|
name = "light fixture"
|
|
icon = 'icons/obj/lighting.dmi'
|
|
var/base_state = "tube" // base description and icon_state
|
|
icon_state = "tube1"
|
|
desc = "A lighting fixture."
|
|
anchored = 1
|
|
layer = 5 // They were appearing under mobs which is a little weird - Ostaf
|
|
use_power = 2
|
|
idle_power_usage = 2
|
|
active_power_usage = 20
|
|
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
|
var/on = 0 // 1 if on, 0 if off
|
|
var/on_gs = 0
|
|
var/static_power_used = 0
|
|
var/brightness = 8 // luminosity when on, also used in power calculation
|
|
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
|
|
var/flickering = 0
|
|
var/light_type = /obj/item/weapon/light/tube // the type of light item
|
|
var/fitting = "tube"
|
|
var/switchcount = 0 // count of number of times switched on/off
|
|
// this is used to calc the probability the light burns out
|
|
|
|
var/rigged = 0 // true if rigged to explode
|
|
|
|
// the smaller bulb light fixture
|
|
|
|
/obj/machinery/light/small
|
|
icon_state = "bulb1"
|
|
base_state = "bulb"
|
|
fitting = "bulb"
|
|
brightness = 4
|
|
desc = "A small lighting fixture."
|
|
light_type = /obj/item/weapon/light/bulb
|
|
|
|
|
|
/obj/machinery/light/Move()
|
|
if(status != LIGHT_BROKEN) broken(1)
|
|
return ..()
|
|
|
|
/obj/machinery/light/built/New()
|
|
status = LIGHT_EMPTY
|
|
update(0)
|
|
..()
|
|
|
|
/obj/machinery/light/small/built/New()
|
|
status = LIGHT_EMPTY
|
|
update(0)
|
|
..()
|
|
|
|
|
|
// create a new lighting fixture
|
|
/obj/machinery/light/New()
|
|
..()
|
|
spawn(2)
|
|
switch(fitting)
|
|
if("tube")
|
|
brightness = 8
|
|
if(prob(2))
|
|
broken(1)
|
|
if("bulb")
|
|
brightness = 4
|
|
if(prob(5))
|
|
broken(1)
|
|
spawn(1)
|
|
update(0)
|
|
|
|
/obj/machinery/light/Destroy()
|
|
var/area/A = get_area(src)
|
|
if(A)
|
|
on = 0
|
|
// A.update_lights()
|
|
return ..()
|
|
|
|
/obj/machinery/light/update_icon()
|
|
|
|
switch(status) // set icon_states
|
|
if(LIGHT_OK)
|
|
icon_state = "[base_state][on]"
|
|
if(LIGHT_EMPTY)
|
|
icon_state = "[base_state]-empty"
|
|
on = 0
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
on = 0
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
on = 0
|
|
return
|
|
|
|
// update the icon_state and luminosity of the light depending on its state
|
|
/obj/machinery/light/proc/update(trigger = 1)
|
|
|
|
update_icon()
|
|
if(on)
|
|
if(!light || light.radius != brightness)
|
|
switchcount++
|
|
if(rigged)
|
|
if(status == LIGHT_OK && trigger)
|
|
explode()
|
|
else if( prob( min(60, switchcount*switchcount*0.01) ) )
|
|
if(status == LIGHT_OK && trigger)
|
|
status = LIGHT_BURNED
|
|
icon_state = "[base_state]-burned"
|
|
on = 0
|
|
SetLuminosity(0)
|
|
else
|
|
use_power = 2
|
|
SetLuminosity(brightness)
|
|
else
|
|
use_power = 1
|
|
SetLuminosity(0)
|
|
|
|
active_power_usage = (brightness * 10)
|
|
if(on != on_gs)
|
|
on_gs = on
|
|
if(on)
|
|
static_power_used = brightness * 20 //20W per unit luminosity
|
|
addStaticPower(static_power_used, STATIC_LIGHT)
|
|
else
|
|
removeStaticPower(static_power_used, STATIC_LIGHT)
|
|
|
|
|
|
// attempt to set the light's on/off status
|
|
// will not switch on if broken/burned/empty
|
|
/obj/machinery/light/proc/seton(s)
|
|
on = (s && status == LIGHT_OK)
|
|
update()
|
|
|
|
// examine verb
|
|
/obj/machinery/light/examine(mob/user)
|
|
..()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
user << "It is turned [on? "on" : "off"]."
|
|
if(LIGHT_EMPTY)
|
|
user << "The [fitting] has been removed."
|
|
if(LIGHT_BURNED)
|
|
user << "The [fitting] is burnt out."
|
|
if(LIGHT_BROKEN)
|
|
user << "The [fitting] has been smashed."
|
|
|
|
|
|
|
|
// attack with item - insert light (if right type), otherwise try to break the light
|
|
|
|
/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
|
|
|
|
//Light replacer code
|
|
if(istype(W, /obj/item/device/lightreplacer))
|
|
var/obj/item/device/lightreplacer/LR = W
|
|
if(isliving(user))
|
|
var/mob/living/U = user
|
|
LR.ReplaceLight(src, U)
|
|
return
|
|
|
|
// attempt to insert light
|
|
if(istype(W, /obj/item/weapon/light))
|
|
if(status != LIGHT_EMPTY)
|
|
user << "<span class='warning'>There is a [fitting] already inserted!</span>"
|
|
return
|
|
else
|
|
src.add_fingerprint(user)
|
|
var/obj/item/weapon/light/L = W
|
|
if(istype(L, light_type))
|
|
if(!user.drop_item())
|
|
return
|
|
status = L.status
|
|
user << "<span class='notice'>You insert the [L.name].</span>"
|
|
switchcount = L.switchcount
|
|
rigged = L.rigged
|
|
brightness = L.brightness
|
|
on = has_power()
|
|
update()
|
|
|
|
qdel(L)
|
|
|
|
if(on && rigged)
|
|
explode()
|
|
else
|
|
user << "<span class='warning'>This type of light requires a [fitting]!</span>"
|
|
return
|
|
|
|
// attempt to break the light
|
|
//If xenos decide they want to smash a light bulb with a toolbox, who am I to stop them? /N
|
|
|
|
else if(status != LIGHT_BROKEN && status != LIGHT_EMPTY)
|
|
|
|
user.do_attack_animation(src)
|
|
if(W.damtype == STAMINA)
|
|
return
|
|
if(prob(1+W.force * 5))
|
|
|
|
user.visible_message("<span class='danger'>[user.name] smashed the light!</span>", \
|
|
"<span class='danger'>You hit the light, and it smashes!</span>", \
|
|
"<span class='italics'>You hear a tinkle of breaking glass.</span>")
|
|
if(on && (W.flags & CONDUCT))
|
|
if (prob(12))
|
|
electrocute_mob(user, get_area(src), src, 0.3)
|
|
broken()
|
|
|
|
else
|
|
user.visible_message("<span class='danger'>[user.name] hits the light!</span>")
|
|
|
|
// attempt to stick weapon into light socket
|
|
else if(status == LIGHT_EMPTY)
|
|
if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
|
|
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
|
user.visible_message("[user.name] opens [src]'s casing.", \
|
|
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
|
|
var/obj/machinery/light_construct/newlight = null
|
|
switch(fitting)
|
|
if("tube")
|
|
newlight = new /obj/machinery/light_construct(src.loc)
|
|
newlight.icon_state = "tube-construct-stage2"
|
|
|
|
if("bulb")
|
|
newlight = new /obj/machinery/light_construct/small(src.loc)
|
|
newlight.icon_state = "bulb-construct-stage2"
|
|
newlight.dir = src.dir
|
|
newlight.stage = 2
|
|
newlight.fingerprints = src.fingerprints
|
|
newlight.fingerprintshidden = src.fingerprintshidden
|
|
newlight.fingerprintslast = src.fingerprintslast
|
|
qdel(src)
|
|
return
|
|
|
|
user << "<span class='userdanger'>You stick \the [W] into the light socket!</span>"
|
|
if(has_power() && (W.flags & CONDUCT))
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
if (prob(75))
|
|
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
|
|
|
|
|
|
// returns whether this light has power
|
|
// true if area has power and lightswitch is on
|
|
/obj/machinery/light/proc/has_power()
|
|
var/area/A = src.loc.loc
|
|
return A.master.lightswitch && A.master.power_light
|
|
|
|
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
|
if(flickering) return
|
|
flickering = 1
|
|
spawn(0)
|
|
if(on && status == LIGHT_OK)
|
|
for(var/i = 0; i < amount; i++)
|
|
if(status != LIGHT_OK) break
|
|
on = !on
|
|
update(0)
|
|
sleep(rand(5, 15))
|
|
on = (status == LIGHT_OK)
|
|
update(0)
|
|
flickering = 0
|
|
|
|
// ai attack - make lights flicker, because why not
|
|
|
|
/obj/machinery/light/attack_ai(mob/user)
|
|
src.flicker(1)
|
|
return
|
|
|
|
// Aliens smash the bulb but do not get electrocuted./N
|
|
/obj/machinery/light/attack_alien(mob/living/carbon/alien/humanoid/user)//So larva don't go breaking light bulbs.
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
user << "\green That object is useless to you."
|
|
return
|
|
else if (status == LIGHT_OK||status == LIGHT_BURNED)
|
|
user.do_attack_animation(src)
|
|
visible_message("<span class='danger'>[user.name] smashed the light!</span>", "<span class='italics'>You hear a tinkle of breaking glass.</span>")
|
|
broken()
|
|
return
|
|
|
|
/obj/machinery/light/attack_animal(mob/living/simple_animal/M)
|
|
if(M.melee_damage_upper == 0) return
|
|
if(status == LIGHT_EMPTY||status == LIGHT_BROKEN)
|
|
M << "<span class='danger'>That object is useless to you.</span>"
|
|
return
|
|
else if (status == LIGHT_OK||status == LIGHT_BURNED)
|
|
M.do_attack_animation(src)
|
|
visible_message("<span class='danger'>[M.name] smashed the light!</span>", "<span class='italics'>You hear a tinkle of breaking glass.</span>")
|
|
broken()
|
|
return
|
|
// attack with hand - remove tube/bulb
|
|
// if hands aren't protected and the light is on, burn the player
|
|
|
|
/obj/machinery/light/attack_hand(mob/living/carbon/human/user)
|
|
user.changeNext_move(CLICK_CD_MELEE)
|
|
add_fingerprint(user)
|
|
|
|
if(status == LIGHT_EMPTY)
|
|
user << "There is no [fitting] in this light."
|
|
return
|
|
|
|
// make it burn hands if not wearing fire-insulated gloves
|
|
if(on)
|
|
var/prot = 0
|
|
var/mob/living/carbon/human/H = user
|
|
|
|
if(istype(H))
|
|
|
|
if(H.gloves)
|
|
var/obj/item/clothing/gloves/G = H.gloves
|
|
if(G.max_heat_protection_temperature)
|
|
prot = (G.max_heat_protection_temperature > 360)
|
|
else
|
|
prot = 1
|
|
|
|
if(prot > 0)
|
|
user << "<span class='notice'>You remove the light [fitting].</span>"
|
|
else if(istype(user) && user.dna.check_mutation(TK))
|
|
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
|
|
else
|
|
user << "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>"
|
|
|
|
var/obj/item/organ/limb/affecting = H.get_organ("[user.hand ? "l" : "r" ]_arm")
|
|
if(affecting.take_damage( 0, 5 )) // 5 burn damage
|
|
H.update_damage_overlays(0)
|
|
H.updatehealth()
|
|
return // if burned, don't remove the light
|
|
else
|
|
user << "<span class='notice'>You remove the light [fitting].</span>"
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = new light_type()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness = brightness
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
L.loc = loc
|
|
|
|
user.put_in_active_hand(L) //puts it in our active hand
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
user << "There is no [fitting] in this light."
|
|
return
|
|
|
|
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = new light_type()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness = brightness
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.add_fingerprint(user)
|
|
L.loc = loc
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/broken(skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
|
|
s.set_up(3, 1, src)
|
|
s.start()
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
brightness = initial(brightness)
|
|
on = 1
|
|
update()
|
|
|
|
// explosion effect
|
|
// destroy the whole light fixture or just shatter it
|
|
|
|
/obj/machinery/light/ex_act(severity, target)
|
|
..()
|
|
if(!gc_destroyed)
|
|
switch(severity)
|
|
if(2)
|
|
if(prob(50))
|
|
broken()
|
|
if(3)
|
|
if(prob(25))
|
|
broken()
|
|
|
|
//blob effect
|
|
|
|
/obj/machinery/light/blob_act()
|
|
if(prob(75))
|
|
broken()
|
|
|
|
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
var/area/A = get_area(src)
|
|
A = A.master
|
|
seton(A.lightswitch && A.power_light)
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
broken()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
var/turf/T = get_turf(src.loc)
|
|
spawn(0)
|
|
broken() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// the light item
|
|
// can be tube or bulb subtypes
|
|
// will fit into empty /obj/machinery/light of the corresponding type
|
|
|
|
/obj/item/weapon/light
|
|
icon = 'icons/obj/lighting.dmi'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = 1
|
|
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/base_state
|
|
var/switchcount = 0 // number of times switched
|
|
materials = list(MAT_METAL=60)
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/brightness = 2 //how much light it gives off
|
|
|
|
/obj/item/weapon/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
materials = list(MAT_GLASS=100)
|
|
brightness = 8
|
|
|
|
/obj/item/weapon/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
materials = list(MAT_GLASS=100)
|
|
brightness = 4
|
|
|
|
/obj/item/weapon/light/throw_impact(atom/hit_atom)
|
|
..()
|
|
shatter()
|
|
|
|
// update the icon state and description of the light
|
|
|
|
/obj/item/weapon/light/proc/update()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
icon_state = base_state
|
|
desc = "A replacement [name]."
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
desc = "A burnt-out [name]."
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
desc = "A broken [name]."
|
|
|
|
|
|
/obj/item/weapon/light/New()
|
|
..()
|
|
update()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject plasma to make it explode
|
|
/obj/item/weapon/light/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
|
var/obj/item/weapon/reagent_containers/syringe/S = I
|
|
|
|
user << "<span class='notice'>You inject the solution into \the [src].</span>"
|
|
|
|
if(S.reagents.has_reagent("plasma", 5))
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
// called after an attack with a light item
|
|
// shatter light, unless it was an attempt to put it in a light socket
|
|
// now only shatter if the intent was harm
|
|
|
|
/obj/item/weapon/light/afterattack(atom/target, mob/user,proximity)
|
|
if(!proximity) return
|
|
if(istype(target, /obj/machinery/light))
|
|
return
|
|
if(user.a_intent != "harm")
|
|
return
|
|
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
src.visible_message("<span class='danger'>[name] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
update()
|