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https://github.com/Bubberstation/Bubberstation.git
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## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑
589 lines
21 KiB
Plaintext
589 lines
21 KiB
Plaintext
/* Pens!
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* Contains:
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* Pens
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* Sleepy Pens
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* Parapens
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* Edaggers
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*/
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/*
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* Pens
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*/
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/obj/item/pen
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desc = "It's a normal black ink pen."
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name = "pen"
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icon = 'icons/obj/service/bureaucracy.dmi'
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icon_state = "pen"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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slot_flags = ITEM_SLOT_BELT | ITEM_SLOT_EARS
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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throw_speed = 3
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throw_range = 7
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*0.1)
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pressure_resistance = 2
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grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
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var/colour = "#000000" //what colour the ink is!
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var/degrees = 0
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var/font = PEN_FONT
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var/requires_gravity = TRUE // can you use this to write in zero-g
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embedding = list(embed_chance = 50)
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sharpness = SHARP_POINTY
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var/dart_insert_icon = 'icons/obj/weapons/guns/toy.dmi'
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var/dart_insert_casing_icon_state = "overlay_pen"
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var/dart_insert_projectile_icon_state = "overlay_pen_proj"
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/obj/item/pen/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/dart_insert, \
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dart_insert_icon, \
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dart_insert_casing_icon_state, \
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dart_insert_icon, \
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dart_insert_projectile_icon_state, \
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CALLBACK(src, PROC_REF(get_dart_var_modifiers))\
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)
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RegisterSignal(src, COMSIG_DART_INSERT_ADDED, PROC_REF(on_inserted_into_dart))
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RegisterSignal(src, COMSIG_DART_INSERT_REMOVED, PROC_REF(on_removed_from_dart))
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/obj/item/pen/proc/on_inserted_into_dart(datum/source, obj/projectile/dart, mob/user, embedded = FALSE)
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SIGNAL_HANDLER
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/obj/item/pen/proc/get_dart_var_modifiers()
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return list(
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"damage" = max(5, throwforce),
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"speed" = max(0, throw_speed - 3),
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"embedding" = embedding,
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"armour_penetration" = armour_penetration,
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"wound_bonus" = wound_bonus,
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"bare_wound_bonus" = bare_wound_bonus,
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"demolition_mod" = demolition_mod,
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)
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/obj/item/pen/proc/on_removed_from_dart(datum/source, obj/projectile/dart, mob/user)
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SIGNAL_HANDLER
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/obj/item/pen/suicide_act(mob/living/user)
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user.visible_message(span_suicide("[user] is scribbling numbers all over [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit sudoku..."))
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return BRUTELOSS
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/obj/item/pen/blue
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desc = "It's a normal blue ink pen."
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icon_state = "pen_blue"
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colour = "#0000FF"
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/obj/item/pen/red
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desc = "It's a normal red ink pen."
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icon_state = "pen_red"
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colour = "#FF0000"
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throw_speed = 4 // red ones go faster (in this case, fast enough to embed!)
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/obj/item/pen/invisible
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desc = "It's an invisible pen marker."
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icon_state = "pen"
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colour = "#FFFFFF"
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/obj/item/pen/fourcolor
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desc = "It's a fancy four-color ink pen, set to black."
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name = "four-color pen"
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icon_state = "pen_4color"
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colour = "#000000"
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/obj/item/pen/fourcolor/attack_self(mob/living/carbon/user)
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. = ..()
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var/chosen_color = "black"
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switch(colour)
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if("#000000")
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colour = "#FF0000"
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chosen_color = "red"
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throw_speed++
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if("#FF0000")
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colour = "#00FF00"
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chosen_color = "green"
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throw_speed--
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if("#00FF00")
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colour = "#0000FF"
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chosen_color = "blue"
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else
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colour = "#000000"
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to_chat(user, span_notice("\The [src] will now write in [chosen_color]."))
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desc = "It's a fancy four-color ink pen, set to [chosen_color]."
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/obj/item/pen/fountain
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name = "fountain pen"
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desc = "It's a common fountain pen, with a faux wood body. Rumored to work in zero gravity situations."
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icon_state = "pen-fountain"
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font = FOUNTAIN_PEN_FONT
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requires_gravity = FALSE // fancy spess pens
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dart_insert_casing_icon_state = "overlay_fountainpen"
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dart_insert_projectile_icon_state = "overlay_fountainpen_proj"
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/obj/item/pen/charcoal
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name = "charcoal stylus"
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desc = "It's just a wooden stick with some compressed ash on the end. At least it can write."
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icon_state = "pen-charcoal"
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colour = "#696969"
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font = CHARCOAL_FONT
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custom_materials = null
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grind_results = list(/datum/reagent/ash = 5, /datum/reagent/cellulose = 10)
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requires_gravity = FALSE // this is technically a pencil
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/datum/crafting_recipe/charcoal_stylus
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name = "Charcoal Stylus"
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result = /obj/item/pen/charcoal
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reqs = list(/obj/item/stack/sheet/mineral/wood = 1, /datum/reagent/ash = 30)
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time = 3 SECONDS
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category = CAT_TOOLS
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/obj/item/pen/fountain/captain
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name = "captain's fountain pen"
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desc = "It's an expensive Oak fountain pen. The nib is quite sharp."
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icon_state = "pen-fountain-o"
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force = 5
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throwforce = 5
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throw_speed = 4
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colour = "#DC143C"
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custom_materials = list(/datum/material/gold = SMALL_MATERIAL_AMOUNT*7.5)
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sharpness = SHARP_EDGED
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resistance_flags = FIRE_PROOF
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unique_reskin = list(
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"Oak" = "pen-fountain-o",
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"Gold" = "pen-fountain-g",
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"Rosewood" = "pen-fountain-r",
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"Black and Silver" = "pen-fountain-b",
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"Command Blue" = "pen-fountain-cb"
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)
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embedding = list("embed_chance" = 75)
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dart_insert_casing_icon_state = "overlay_fountainpen_gold"
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dart_insert_projectile_icon_state = "overlay_fountainpen_gold_proj"
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var/list/overlay_reskin = list(
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"Oak" = "overlay_fountainpen_gold",
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"Gold" = "overlay_fountainpen_gold",
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"Rosewood" = "overlay_fountainpen_gold",
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"Black and Silver" = "overlay_fountainpen",
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"Command Blue" = "overlay_fountainpen_gold"
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)
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/obj/item/pen/fountain/captain/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 20 SECONDS, \
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effectiveness = 115, \
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)
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//the pen is mightier than the sword
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RegisterSignal(src, COMSIG_DART_INSERT_PARENT_RESKINNED, PROC_REF(reskin_dart_insert))
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/obj/item/pen/fountain/captain/reskin_obj(mob/M)
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..()
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if(current_skin)
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desc = "It's an expensive [current_skin] fountain pen. The nib is quite sharp."
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/obj/item/pen/fountain/captain/proc/reskin_dart_insert(datum/component/dart_insert/insert_comp)
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if(!istype(insert_comp)) //You really shouldn't be sending this signal from anything other than a dart_insert component
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return
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insert_comp.casing_overlay_icon_state = overlay_reskin[current_skin]
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insert_comp.projectile_overlay_icon_state = "[overlay_reskin[current_skin]]_proj"
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/obj/item/pen/attack_self(mob/living/carbon/user)
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. = ..()
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if(.)
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return
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if(loc != user)
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to_chat(user, span_warning("You must be holding the pen to continue!"))
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return
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var/deg = tgui_input_number(user, "What angle would you like to rotate the pen head to? (0-360)", "Rotate Pen Head", max_value = 360)
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if(isnull(deg) || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH) || loc != user)
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return
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degrees = deg
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to_chat(user, span_notice("You rotate the top of the pen to [deg] degrees."))
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SEND_SIGNAL(src, COMSIG_PEN_ROTATED, deg, user)
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/obj/item/pen/attack(mob/living/M, mob/user, params)
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if(force) // If the pen has a force value, call the normal attack procs. Used for e-daggers and captain's pen mostly.
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return ..()
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if(!M.try_inject(user, injection_flags = INJECT_TRY_SHOW_ERROR_MESSAGE))
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return FALSE
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to_chat(user, span_warning("You stab [M] with the pen."))
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to_chat(M, span_danger("You feel a tiny prick!"))
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log_combat(user, M, "stabbed", src)
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return TRUE
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/obj/item/pen/afterattack(obj/O, mob/living/user, proximity)
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. = ..()
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if (!proximity)
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return .
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. |= AFTERATTACK_PROCESSED_ITEM
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//Changing name/description of items. Only works if they have the UNIQUE_RENAME object flag set
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if(isobj(O) && (O.obj_flags & UNIQUE_RENAME))
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var/penchoice = tgui_input_list(user, "What would you like to edit?", "Pen Setting", list("Rename", "Description", "Reset"))
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if(QDELETED(O) || !user.can_perform_action(O))
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return
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if(penchoice == "Rename")
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var/input = tgui_input_text(user, "What do you want to name [O]?", "Object Name", "[O.name]", MAX_NAME_LEN)
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var/oldname = O.name
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if(QDELETED(O) || !user.can_perform_action(O))
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return
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if(input == oldname || !input)
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to_chat(user, span_notice("You changed [O] to... well... [O]."))
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else
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O.AddComponent(/datum/component/rename, input, O.desc)
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully renamed \the [oldname] to [O]."))
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ADD_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
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O.update_appearance(UPDATE_ICON)
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if(penchoice == "Description")
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var/input = tgui_input_text(user, "Describe [O]", "Description", "[O.desc]", 280)
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var/olddesc = O.desc
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if(QDELETED(O) || !user.can_perform_action(O))
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return
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if(input == olddesc || !input)
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to_chat(user, span_notice("You decide against changing [O]'s description."))
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else
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O.AddComponent(/datum/component/rename, O.name, input)
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to_chat(user, span_notice("You have successfully changed [O]'s description."))
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ADD_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
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O.update_appearance(UPDATE_ICON)
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if(penchoice == "Reset")
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if(QDELETED(O) || !user.can_perform_action(O))
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return
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qdel(O.GetComponent(/datum/component/rename))
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//reapply any label to name
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var/datum/component/label/label = O.GetComponent(/datum/component/label)
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if(label)
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label.remove_label()
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label.apply_label()
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to_chat(user, span_notice("You have successfully reset [O]'s name and description."))
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REMOVE_TRAIT(O, TRAIT_WAS_RENAMED, PEN_LABEL_TRAIT)
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O.update_appearance(UPDATE_ICON)
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/obj/item/pen/get_writing_implement_details()
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return list(
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interaction_mode = MODE_WRITING,
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font = font,
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color = colour,
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use_bold = FALSE,
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)
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/*
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* Sleepypens
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*/
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/obj/item/pen/sleepy/attack(mob/living/M, mob/user, params)
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. = ..()
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if(!.)
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return
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if(!reagents.total_volume)
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return
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if(!M.reagents)
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return
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reagents.trans_to(M, reagents.total_volume, transferred_by = user, methods = INJECT)
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/obj/item/pen/sleepy/Initialize(mapload)
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. = ..()
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create_reagents(45, OPENCONTAINER)
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reagents.add_reagent(/datum/reagent/toxin/chloralhydrate, 20)
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reagents.add_reagent(/datum/reagent/toxin/mutetoxin, 15)
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reagents.add_reagent(/datum/reagent/toxin/staminatoxin, 10)
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/obj/item/pen/sleepy/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/obj/projectile/proj = dart.loaded_projectile
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RegisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
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/obj/item/pen/sleepy/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
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. = ..()
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if(istype(proj))
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UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
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/obj/item/pen/sleepy/proc/on_dart_hit(datum/source, atom/movable/firer, atom/target, angle, hit_limb, blocked)
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SIGNAL_HANDLER
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var/mob/living/carbon/carbon_target = target
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if(!istype(carbon_target) || blocked == 100)
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return
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if(carbon_target.can_inject(target_zone = hit_limb))
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reagents.trans_to(carbon_target, reagents.total_volume, transferred_by = firer, methods = INJECT)
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/*
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* (Alan) Edaggers
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*/
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/obj/item/pen/edagger
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attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts") //these won't show up if the pen is off
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attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
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sharpness = SHARP_POINTY
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armour_penetration = 20
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bare_wound_bonus = 10
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item_flags = NO_BLOOD_ON_ITEM
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light_system = OVERLAY_LIGHT
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light_range = 1.5
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light_power = 1.3
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light_color = COLOR_SOFT_RED
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light_on = FALSE
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dart_insert_projectile_icon_state = "overlay_edagger"
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/// The real name of our item when extended.
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var/hidden_name = "energy dagger"
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/// The real desc of our item when extended.
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var/hidden_desc = "It's a normal black ink pe- Wait. That's a thing used to stab people!"
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/// The real icons used when extended.
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var/hidden_icon = "edagger"
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/obj/item/pen/edagger/Initialize(mapload)
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. = ..()
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AddComponent(/datum/component/butchering, \
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speed = 6 SECONDS, \
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butcher_sound = 'sound/weapons/blade1.ogg', \
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)
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AddComponent( \
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/datum/component/transforming, \
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force_on = 18, \
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throwforce_on = 35, \
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throw_speed_on = 4, \
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sharpness_on = SHARP_EDGED, \
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w_class_on = WEIGHT_CLASS_NORMAL, \
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inhand_icon_change = FALSE, \
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)
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RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(on_transform))
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RegisterSignal(src, COMSIG_DETECTIVE_SCANNED, PROC_REF(on_scan))
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/obj/item/pen/edagger/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
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transform_comp.do_transform(src, user)
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_FIRE, PROC_REF(on_containing_dart_fired))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_DROP, PROC_REF(on_containing_dart_drop))
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RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED, PROC_REF(on_containing_dart_embedded))
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/obj/item/pen/edagger/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/projectile, mob/user)
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. = ..()
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if(istype(dart))
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UnregisterSignal(dart, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
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if(istype(projectile))
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UnregisterSignal(projectile, list(COMSIG_PROJECTILE_FIRE, COMSIG_PROJECTILE_ON_SPAWN_DROP, COMSIG_PROJECTILE_ON_SPAWN_EMBEDDED))
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/obj/item/pen/edagger/get_dart_var_modifiers()
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. = ..()
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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.["damage"] = max(5, transform_comp.throwforce_on)
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.["speed"] = max(0, transform_comp.throw_speed_on - 3)
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var/list/embed_params = .["embedding"]
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embed_params["embed_chance"] = 100
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/obj/item/pen/edagger/proc/on_containing_dart_fired(obj/projectile/source)
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SIGNAL_HANDLER
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playsound(source, 'sound/weapons/saberon.ogg', 5, TRUE)
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var/datum/component/transforming/transform_comp = GetComponent(/datum/component/transforming)
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source.hitsound = transform_comp.hitsound_on
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source.set_light(light_range, light_power, light_color, l_on = TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_drop(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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playsound(new_casing, 'sound/weapons/saberoff.ogg', 5, TRUE)
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/obj/item/pen/edagger/proc/on_containing_dart_embedded(datum/source, obj/item/ammo_casing/new_casing)
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SIGNAL_HANDLER
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RegisterSignal(new_casing, COMSIG_ITEM_UNEMBEDDED, PROC_REF(on_embedded_removed))
|
|
RegisterSignal(new_casing, COMSIG_ITEM_FAILED_EMBED, PROC_REF(on_containing_dart_failed_embed))
|
|
|
|
/obj/item/pen/edagger/proc/on_containing_dart_failed_embed(obj/item/ammo_casing/source)
|
|
SIGNAL_HANDLER
|
|
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
|
|
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
|
|
|
|
/obj/item/pen/edagger/proc/on_embedded_removed(obj/item/ammo_casing/source, mob/living/carbon/victim)
|
|
SIGNAL_HANDLER
|
|
playsound(source, 'sound/weapons/saberoff.ogg', 5, TRUE)
|
|
UnregisterSignal(source, list(COMSIG_ITEM_UNEMBEDDED, COMSIG_ITEM_FAILED_EMBED))
|
|
victim.visible_message(
|
|
message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from [victim]!"),
|
|
self_message = span_warning("The blade of the [hidden_name] retracts as the [source.name] is removed from you!"),
|
|
blind_message = span_warning("You hear an energy blade retract!"),
|
|
vision_distance = 1
|
|
)
|
|
|
|
/obj/item/pen/edagger/suicide_act(mob/living/user)
|
|
if(HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE))
|
|
user.visible_message(span_suicide("[user] forcefully rams the pen into their mouth!"))
|
|
else
|
|
user.visible_message(span_suicide("[user] is holding a pen up to their mouth! It looks like [user.p_theyre()] trying to commit suicide!"))
|
|
attack_self(user)
|
|
return BRUTELOSS
|
|
|
|
/*
|
|
* Signal proc for [COMSIG_TRANSFORMING_ON_TRANSFORM].
|
|
*
|
|
* Handles swapping their icon files to edagger related icon files -
|
|
* as they're supposed to look like a normal pen.
|
|
*/
|
|
/obj/item/pen/edagger/proc/on_transform(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(active)
|
|
name = hidden_name
|
|
desc = hidden_desc
|
|
icon_state = hidden_icon
|
|
inhand_icon_state = hidden_icon
|
|
lefthand_file = 'icons/mob/inhands/weapons/swords_lefthand.dmi'
|
|
righthand_file = 'icons/mob/inhands/weapons/swords_righthand.dmi'
|
|
embedding = list(embed_chance = 100) // Rule of cool
|
|
else
|
|
name = initial(name)
|
|
desc = initial(desc)
|
|
icon_state = initial(icon_state)
|
|
inhand_icon_state = initial(inhand_icon_state)
|
|
lefthand_file = initial(lefthand_file)
|
|
righthand_file = initial(righthand_file)
|
|
embedding = list(embed_chance = EMBED_CHANCE)
|
|
|
|
updateEmbedding()
|
|
if(user)
|
|
balloon_alert(user, "[hidden_name] [active ? "active" : "concealed"]")
|
|
playsound(src, active ? 'sound/weapons/saberon.ogg' : 'sound/weapons/saberoff.ogg', 5, TRUE)
|
|
set_light_on(active)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/pen/edagger/proc/on_scan(datum/source, mob/user, list/extra_data)
|
|
SIGNAL_HANDLER
|
|
LAZYADD(extra_data[DETSCAN_CATEGORY_ILLEGAL], "Hard-light generator detected.")
|
|
|
|
/obj/item/pen/survival
|
|
name = "survival pen"
|
|
desc = "The latest in portable survival technology, this pen was designed as a miniature diamond pickaxe. Watchers find them very desirable for their diamond exterior."
|
|
icon = 'icons/obj/service/bureaucracy.dmi'
|
|
icon_state = "digging_pen"
|
|
inhand_icon_state = "pen"
|
|
worn_icon_state = "pen"
|
|
force = 3
|
|
w_class = WEIGHT_CLASS_TINY
|
|
custom_materials = list(/datum/material/iron=SMALL_MATERIAL_AMOUNT*0.1, /datum/material/diamond=SMALL_MATERIAL_AMOUNT, /datum/material/titanium = SMALL_MATERIAL_AMOUNT*0.1)
|
|
pressure_resistance = 2
|
|
grind_results = list(/datum/reagent/iron = 2, /datum/reagent/iodine = 1)
|
|
tool_behaviour = TOOL_MINING //For the classic "digging out of prison with a spoon but you're in space so this analogy doesn't work" situation.
|
|
toolspeed = 10 //You will never willingly choose to use one of these over a shovel.
|
|
font = FOUNTAIN_PEN_FONT
|
|
colour = "#0000FF"
|
|
dart_insert_casing_icon_state = "overlay_survivalpen"
|
|
dart_insert_projectile_icon_state = "overlay_survivalpen_proj"
|
|
|
|
/obj/item/pen/survival/on_inserted_into_dart(datum/source, obj/item/ammo_casing/dart, mob/user)
|
|
. = ..()
|
|
RegisterSignal(dart.loaded_projectile, COMSIG_PROJECTILE_SELF_ON_HIT, PROC_REF(on_dart_hit))
|
|
|
|
/obj/item/pen/survival/on_removed_from_dart(datum/source, obj/item/ammo_casing/dart, obj/projectile/proj, mob/user)
|
|
. = ..()
|
|
if(istype(proj))
|
|
UnregisterSignal(proj, COMSIG_PROJECTILE_SELF_ON_HIT)
|
|
|
|
/obj/item/pen/survival/proc/on_dart_hit(obj/projectile/source, atom/movable/firer, atom/target)
|
|
var/turf/target_turf = get_turf(target)
|
|
if(!target_turf)
|
|
target_turf = get_turf(src)
|
|
if(ismineralturf(target_turf))
|
|
var/turf/closed/mineral/mineral_turf = target_turf
|
|
mineral_turf.gets_drilled(firer, TRUE)
|
|
|
|
/obj/item/pen/destroyer
|
|
name = "Fine Tipped Pen"
|
|
desc = "A pen with an infinitly sharpened tip. Capable of striking the weakest point of a strucutre or robot and annihilating it instantly. Good at putting holes in people too."
|
|
force = 5
|
|
wound_bonus = 100
|
|
demolition_mod = 9000
|
|
|
|
// screwdriver pen!
|
|
|
|
/obj/item/pen/screwdriver
|
|
desc = "A pen with an extendable screwdriver tip. This one has a yellow cap."
|
|
icon_state = "pendriver"
|
|
toolspeed = 1.2 // gotta have some downside
|
|
dart_insert_projectile_icon_state = "overlay_pendriver"
|
|
|
|
/obj/item/pen/screwdriver/get_all_tool_behaviours()
|
|
return list(TOOL_SCREWDRIVER)
|
|
|
|
/obj/item/pen/screwdriver/Initialize(mapload)
|
|
. = ..()
|
|
AddComponent( \
|
|
/datum/component/transforming, \
|
|
throwforce_on = 5, \
|
|
w_class_on = WEIGHT_CLASS_SMALL, \
|
|
sharpness_on = TRUE, \
|
|
inhand_icon_change = FALSE, \
|
|
)
|
|
|
|
RegisterSignal(src, COMSIG_TRANSFORMING_ON_TRANSFORM, PROC_REF(toggle_screwdriver))
|
|
AddElement(/datum/element/update_icon_updates_onmob)
|
|
|
|
/obj/item/pen/screwdriver/proc/toggle_screwdriver(obj/item/source, mob/user, active)
|
|
SIGNAL_HANDLER
|
|
|
|
if(user)
|
|
balloon_alert(user, active ? "extended" : "retracted")
|
|
playsound(src, 'sound/weapons/batonextend.ogg', 50, TRUE)
|
|
|
|
if(!active)
|
|
tool_behaviour = initial(tool_behaviour)
|
|
RemoveElement(/datum/element/eyestab)
|
|
else
|
|
tool_behaviour = TOOL_SCREWDRIVER
|
|
AddElement(/datum/element/eyestab)
|
|
|
|
update_appearance(UPDATE_ICON)
|
|
return COMPONENT_NO_DEFAULT_MESSAGE
|
|
|
|
/obj/item/pen/screwdriver/update_icon_state()
|
|
. = ..()
|
|
icon_state = "[initial(icon_state)][HAS_TRAIT(src, TRAIT_TRANSFORM_ACTIVE) ? "_out" : null]"
|
|
inhand_icon_state = initial(inhand_icon_state) //since transforming component switches the icon.
|
|
|
|
//The Security holopen
|
|
/obj/item/pen/red/security
|
|
name = "security pen"
|
|
desc = "This is a red ink pen exclusively provided to members of the Security Department. Its opposite end features a built-in holographic projector designed for issuing arrest prompts to individuals."
|
|
icon_state = "pen_sec"
|
|
COOLDOWN_DECLARE(holosign_cooldown)
|
|
|
|
/obj/item/pen/red/security/examine(mob/user)
|
|
. = ..()
|
|
. += span_notice("To initiate the surrender prompt, simply click on an individual within your proximity.")
|
|
|
|
//Code from the medical penlight
|
|
/obj/item/pen/red/security/afterattack(atom/target, mob/living/user, proximity)
|
|
. = ..()
|
|
if(!COOLDOWN_FINISHED(src, holosign_cooldown))
|
|
balloon_alert(user, "not ready!")
|
|
return
|
|
|
|
var/target_turf = get_turf(target)
|
|
var/mob/living/living_target = locate(/mob/living) in target_turf
|
|
|
|
if(!living_target || (living_target == user))
|
|
return
|
|
|
|
living_target.apply_status_effect(/datum/status_effect/surrender_timed)
|
|
to_chat(living_target, span_userdanger("[user] requests your immediate surrender! You are given 30 seconds to comply!"))
|
|
new /obj/effect/temp_visual/security_holosign(target_turf, user) //produce a holographic glow
|
|
COOLDOWN_START(src, holosign_cooldown, 30 SECONDS)
|
|
|
|
/obj/effect/temp_visual/security_holosign
|
|
name = "security holosign"
|
|
desc = "A small holographic glow that indicates you're under arrest."
|
|
icon_state = "sec_holo"
|
|
duration = 60
|
|
|
|
/obj/effect/temp_visual/security_holosign/Initialize(mapload, creator)
|
|
. = ..()
|
|
playsound(loc, 'sound/machines/chime.ogg', 50, FALSE) //make some noise!
|
|
if(creator)
|
|
visible_message(span_danger("[creator] created a security hologram!"))
|