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lavaland raptors (#82537) adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
986 lines
33 KiB
Plaintext
986 lines
33 KiB
Plaintext
#define FAILURE 0
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#define SUCCESS 1
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#define NO_FUEL 2
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#define ALREADY_LIT 3
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/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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dir = WEST
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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/items/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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obj_flags = CONDUCTS_ELECTRICITY
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slot_flags = ITEM_SLOT_BELT
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custom_materials = list(/datum/material/iron= SMALL_MATERIAL_AMOUNT * 0.5, /datum/material/glass= SMALL_MATERIAL_AMOUNT * 0.2)
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actions_types = list(/datum/action/item_action/toggle_light)
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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light_color = COLOR_LIGHT_ORANGE
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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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/// If we've been forcibly disabled for a temporary amount of time.
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COOLDOWN_DECLARE(disabled_time)
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/// Can we toggle this light on and off (used for contexual screentips only)
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var/toggle_context = TRUE
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/// The sound the light makes when it's turned on
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var/sound_on = 'sound/weapons/magin.ogg'
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/// The sound the light makes when it's turned off
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var/sound_off = 'sound/weapons/magout.ogg'
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/// Should the flashlight start turned on?
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var/start_on = FALSE
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/obj/item/flashlight/Initialize(mapload)
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. = ..()
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if(start_on)
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set_light_on(TRUE)
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update_brightness()
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register_context()
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if(toggle_context)
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RegisterSignal(src, COMSIG_HIT_BY_SABOTEUR, PROC_REF(on_saboteur))
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var/static/list/slapcraft_recipe_list = list(/datum/crafting_recipe/flashlight_eyes)
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AddComponent(
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/datum/component/slapcrafting,\
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slapcraft_recipes = slapcraft_recipe_list,\
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)
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/obj/item/flashlight/add_context(atom/source, list/context, obj/item/held_item, mob/living/user)
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// single use lights can be toggled on once
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if(isnull(held_item) && (toggle_context || !light_on))
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context[SCREENTIP_CONTEXT_RMB] = "Toggle light"
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return CONTEXTUAL_SCREENTIP_SET
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if(istype(held_item, /obj/item/flashlight) && (toggle_context || !light_on))
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context[SCREENTIP_CONTEXT_LMB] = "Toggle light"
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return CONTEXTUAL_SCREENTIP_SET
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return NONE
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/obj/item/flashlight/update_icon_state()
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. = ..()
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if(light_on)
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icon_state = "[initial(icon_state)]-on"
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if(!isnull(inhand_icon_state))
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inhand_icon_state = "[initial(inhand_icon_state)]-on"
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else
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icon_state = initial(icon_state)
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if(!isnull(inhand_icon_state))
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inhand_icon_state = initial(inhand_icon_state)
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/obj/item/flashlight/proc/update_brightness()
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update_appearance(UPDATE_ICON)
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if(light_system == COMPLEX_LIGHT)
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update_light()
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/obj/item/flashlight/proc/toggle_light(mob/user)
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playsound(src, light_on ? sound_off : sound_on, 40, TRUE)
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if(!COOLDOWN_FINISHED(src, disabled_time))
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if(user)
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balloon_alert(user, "disrupted!")
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set_light_on(FALSE)
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update_brightness()
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update_item_action_buttons()
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return FALSE
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var/old_light_on = light_on
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set_light_on(!light_on)
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update_brightness()
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update_item_action_buttons()
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return light_on != old_light_on // If the value of light_on didn't change, return false. Otherwise true.
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/obj/item/flashlight/attack_self(mob/user)
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return toggle_light(user)
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/obj/item/flashlight/attack_hand_secondary(mob/user, list/modifiers)
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attack_self(user)
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return SECONDARY_ATTACK_CANCEL_ATTACK_CHAIN
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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) && light_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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var/render_list = list()//information will be packaged in a list for clean display to the user
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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.get_organ_slot(ORGAN_SLOT_EYES)
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var/obj/item/organ/internal/brain = M.get_organ_slot(ORGAN_SLOT_BRAIN)
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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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M.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.
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if(M == user) //they're using it on themselves
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user.visible_message(span_warning("[user] shines [src] into [M.p_their()] eyes."), ignored_mobs = user)
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render_list += span_info("You direct [src] to into your eyes:\n")
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if(M.is_blind())
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render_list += "<span class='notice ml-1'>You're not entirely certain what you were expecting...</span>\n"
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else
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render_list += "<span class='notice ml-1'>Trippy!</span>\n"
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else
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user.visible_message(span_warning("[user] directs [src] to [M]'s eyes."), ignored_mobs = user)
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render_list += span_info("You direct [src] to [M]'s eyes:\n")
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if(M.stat == DEAD || M.is_blind() || M.get_eye_protection() > FLASH_PROTECTION_WELDER)
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render_list += "<span class='danger ml-1'>[M.p_Their()] pupils don't react to the light!</span>\n"//mob is dead
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else if(brain.damage > 20)
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render_list += "<span class='danger ml-1'>[M.p_Their()] pupils contract unevenly!</span>\n"//mob has sustained damage to their brain
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else
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render_list += "<span class='notice ml-1'>[M.p_Their()] pupils narrow.</span>\n"//they're okay :D
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if(M.dna && M.dna.check_mutation(/datum/mutation/human/xray))
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render_list += "<span class='danger ml-1'>[M.p_Their()] pupils give an eerie glow!</span>\n"//mob has X-ray vision
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//display our packaged information in an examine block for easy reading
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to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
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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/list/mouth_organs = new
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for(var/obj/item/organ/organ as anything in M.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)//if we're looking on our own mouth
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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 [ M.p_their()] mouth."), ignored_mobs = user)
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render_list += span_info("You point [src] into your mouth:\n")
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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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render_list += "<span class='notice ml-1'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
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else
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render_list += "<span class='notice ml-1'>There's nothing inside your mouth.</span>\n"
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if(pill_count)
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render_list += "<span class='notice ml-1'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>\n"
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else //if we're looking in someone elses mouth
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user.visible_message(span_notice("[user] directs [src] to [M]'s mouth."), ignored_mobs = user)
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render_list += span_info("You point [src] into [M]'s mouth:\n")
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if(organ_count)
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render_list += "<span class='notice ml-1'>Inside [ M.p_their()] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>\n"
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else
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render_list += "<span class='notice ml-1'>[M] doesn't have any organs in [ M.p_their()] mouth.</span>\n"
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if(pill_count)
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render_list += "<span class='notice ml-1'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [ M.p_their()] teeth.</span>\n"
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//assess any suffocation damage
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var/hypoxia_status = M.getOxyLoss() > 20
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if(M == user)
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if(hypoxia_status)
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render_list += "<span class='danger ml-1'>Your lips appear blue!</span>\n"//you have suffocation damage
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else
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render_list += "<span class='notice ml-1'>Your lips appear healthy.</span>\n"//you're okay!
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else
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if(hypoxia_status)
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render_list += "<span class='danger ml-1'>[M.p_Their()] lips appear blue!</span>\n"//they have suffocation damage
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else
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render_list += "<span class='notice ml-1'>[M.p_Their()] lips appear healthy.</span>\n"//they're okay!
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//assess blood level
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if(M == user)
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render_list += span_info("You press a finger to your gums:\n")
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else
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render_list += span_info("You press a finger to [M.p_their()] gums:\n")
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if(M.blood_volume <= BLOOD_VOLUME_SAFE && M.blood_volume > BLOOD_VOLUME_OKAY)
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render_list += "<span class='danger ml-1'>Color returns slowly!</span>\n"//low blood
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else if(M.blood_volume <= BLOOD_VOLUME_OKAY)
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render_list += "<span class='danger ml-1'>Color does not return!</span>\n"//critical blood
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else
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render_list += "<span class='notice ml-1'>Color returns quickly.</span>\n"//they're okay :D
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//display our packaged information in an examine block for easy reading
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to_chat(user, examine_block(jointext(render_list, "")), type = MESSAGE_TYPE_INFO)
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else
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return ..()
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/// for directional sprites - so we get the same sprite in the inventory each time we pick one up
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/obj/item/flashlight/equipped(mob/user, slot, initial)
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. = ..()
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setDir(initial(dir))
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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
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/// for directional sprites - so when we drop the flashlight, it drops facing the same way the user is facing
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/obj/item/flashlight/dropped(mob/user, silent = FALSE)
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. = ..()
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if(istype(user) && dir != user.dir)
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setDir(user.dir)
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/// when hit by a light disruptor - turns the light off, forces the light to be disabled for a few seconds
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/obj/item/flashlight/proc/on_saboteur(datum/source, disrupt_duration)
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SIGNAL_HANDLER
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if(light_on)
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toggle_light()
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COOLDOWN_START(src, disabled_time, disrupt_duration)
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return COMSIG_SABOTEUR_SUCCESS
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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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dir = EAST
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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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obj_flags = CONDUCTS_ELECTRICITY
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light_range = 2
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light_power = 0.8
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light_color = "#CCFFFF"
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COOLDOWN_DECLARE(holosign_cooldown)
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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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return
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if(!COOLDOWN_FINISHED(src, holosign_cooldown))
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balloon_alert(user, "not ready!")
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return
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var/target_turf = get_turf(target)
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var/mob/living/living_target = locate(/mob/living) in target_turf
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if(!living_target || (living_target == user))
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return
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to_chat(living_target, span_boldnotice("[user] is offering medical assistance; please halt your actions."))
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new /obj/effect/temp_visual/medical_holosign(target_turf, user) //produce a holographic glow
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COOLDOWN_START(src, holosign_cooldown, 10 SECONDS)
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// see: [/datum/wound/burn/flesh/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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light_color = LIGHT_COLOR_PURPLE
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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"
|
|
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/weapons/genhit1.ogg'
|
|
|
|
// 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
|
|
|
|
// 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
|
|
grind_results = list(/datum/reagent/sulfur = 15)
|
|
sound_on = 'sound/items/match_strike.ogg'
|
|
toggle_context = 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/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/welder.ogg'
|
|
force = on_damage
|
|
damtype = BURN
|
|
update_brightness()
|
|
|
|
/obj/item/flashlight/flare/Destroy()
|
|
STOP_PROCESSING(SSobj, src)
|
|
return ..()
|
|
|
|
/obj/item/flashlight/flare/attack(mob/living/carbon/victim, mob/living/carbon/user)
|
|
if(!isliving(victim))
|
|
return ..()
|
|
|
|
if(light_on && 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)
|
|
|
|
return ..()
|
|
|
|
/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/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
|
|
var/scented_type //SKYRAT EDIT ADDITION /// Pollutant type for scented candles
|
|
/// 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/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.
|
|
* * quiet - suppresses the to_chat message.
|
|
* * silent - suppresses the balloon alerts as well as the to_chat message.
|
|
*/
|
|
/obj/item/flashlight/flare/candle/proc/try_light_candle(obj/item/fire_starter, mob/user, quiet, silent)
|
|
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)
|
|
if(!quiet && !silent)
|
|
user.visible_message(success_msg)
|
|
return SUCCESS
|
|
if(ALREADY_LIT)
|
|
if(!silent)
|
|
balloon_alert(user, "already lit!")
|
|
return ALREADY_LIT
|
|
if(NO_FUEL)
|
|
if(!silent)
|
|
balloon_alert(user, "out of fuel!")
|
|
return NO_FUEL
|
|
|
|
/// allows lighting an unlit candle from some fire source by left clicking the candle with the source
|
|
/obj/item/flashlight/flare/candle/attackby(obj/item/attacking_item, mob/user, params)
|
|
if(try_light_candle(attacking_item, user, silent = istype(attacking_item, src.type))) // so we don't double balloon alerts when a candle is used to light another candle
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
else
|
|
return ..()
|
|
|
|
// allows lighting an unlit candle from some fire source by left clicking the source with the candle
|
|
/obj/item/flashlight/flare/candle/pre_attack(atom/target, mob/living/user, params)
|
|
if(ismob(target))
|
|
return ..()
|
|
|
|
if(try_light_candle(target, user, quiet = TRUE))
|
|
return COMPONENT_CANCEL_ATTACK_CHAIN
|
|
|
|
return ..()
|
|
|
|
/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
|
|
|
|
/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
|
|
light_color = LIGHT_COLOR_GREEN
|
|
|
|
/obj/item/flashlight/slime
|
|
gender = PLURAL
|
|
name = "glowing slime extract"
|
|
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
|
|
icon = 'icons/obj/lighting.dmi'
|
|
icon_state = "slime"
|
|
inhand_icon_state = 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
|
|
|
|
/obj/item/flashlight/emp
|
|
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
|
|
special_desc = "This flashlight is equipped with a miniature EMP generator." //SKYRAT EDIT
|
|
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/afterattack(atom/movable/A, mob/user, proximity)
|
|
. = ..()
|
|
if(!proximity)
|
|
return
|
|
|
|
if(emp_cur_charges > 0)
|
|
emp_cur_charges -= 1
|
|
|
|
if(ismob(A))
|
|
var/mob/M = A
|
|
log_combat(user, M, "attacked", "EMP-light")
|
|
M.visible_message(span_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,
|
|
// 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"
|
|
grind_results = list(/datum/reagent/phenol = 15, /datum/reagent/hydrogen = 10, /datum/reagent/oxygen = 5) //Meth-in-a-stick
|
|
sound_on = 'sound/effects/wounds/crack2.ogg' // the cracking sound isn't just for wounds silly
|
|
toggle_context = FALSE
|
|
/// How many seconds of fuel we have left
|
|
var/fuel = 0
|
|
/// How much max fuel we have
|
|
var/max_fuel = 0
|
|
/// The timer id powering our burning
|
|
var/timer_id = TIMER_ID_NULL
|
|
|
|
/obj/item/flashlight/glowstick/Initialize(mapload)
|
|
fuel = rand(20 MINUTES, 25 MINUTES)
|
|
max_fuel = fuel
|
|
set_light_color(color)
|
|
return ..()
|
|
|
|
/// 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)
|
|
fuel -= amount
|
|
var/fuel_target = 0
|
|
if(fuel >= max_fuel)
|
|
fuel_target = max_fuel * 0.4
|
|
else if(fuel >= max_fuel * 0.4)
|
|
fuel_target = max_fuel * 0.3
|
|
set_light_range(3)
|
|
set_light_power(1.5)
|
|
else if(fuel >= max_fuel * 0.3)
|
|
fuel_target = max_fuel * 0.2
|
|
set_light_range(2)
|
|
set_light_power(1.25)
|
|
else if(fuel >= max_fuel * 0.2)
|
|
fuel_target = max_fuel * 0.1
|
|
set_light_power(1)
|
|
else if(fuel >= max_fuel * 0.1)
|
|
fuel_target = 0
|
|
set_light_range(1.5)
|
|
set_light_power(0.5)
|
|
|
|
var/time_to_burn = round(fuel - fuel_target)
|
|
// Less then a ds? go home
|
|
if(time_to_burn <= 0)
|
|
turn_off()
|
|
|
|
return time_to_burn
|
|
|
|
/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, TIMER_UNIQUE|TIMER_STOPPABLE|TIMER_OVERRIDE)
|
|
|
|
/obj/item/flashlight/glowstick/proc/turn_on()
|
|
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()
|
|
|
|
/obj/item/flashlight/glowstick/proc/turn_off()
|
|
var/datum/action/toggle = locate(/datum/action/item_action/toggle_light) in actions
|
|
if(fuel && !toggle)
|
|
add_item_action(/datum/action/item_action/toggle_light)
|
|
if(timer_id != TIMER_ID_NULL)
|
|
var/expected_burn_time = burn_down(0) // This is dumb I'm sorry
|
|
burn_down(expected_burn_time - timeleft(timer_id))
|
|
deltimer(timer_id)
|
|
timer_id = TIMER_ID_NULL
|
|
set_light_on(FALSE)
|
|
update_appearance(UPDATE_ICON)
|
|
|
|
/obj/item/flashlight/glowstick/update_icon_state()
|
|
. = ..()
|
|
icon_state = "[base_icon_state][(fuel <= 0) ? "-empty" : ""]"
|
|
inhand_icon_state = "[base_icon_state][((fuel > 0) && light_on) ? "-on" : ""]"
|
|
|
|
/obj/item/flashlight/glowstick/update_overlays()
|
|
. = ..()
|
|
if(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(fuel <= 0)
|
|
return FALSE
|
|
if(light_on)
|
|
return FALSE
|
|
return ..()
|
|
|
|
/obj/item/flashlight/glowstick/attack_self(mob/user)
|
|
if(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(!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.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(fuel)
|
|
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_DIM_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 = OVERLAY_LIGHT
|
|
light_range = 4
|
|
light_power = 2
|
|
alpha = 0
|
|
plane = FLOOR_PLANE
|
|
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
|
|
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 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 = COMPLEX_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
|
|
var/on = FALSE
|
|
|
|
/obj/item/flashlight/flashdark/update_brightness()
|
|
. = ..()
|
|
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?"
|
|
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
|