mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-06 23:12:36 +00:00
Fixed vareditted bonfires not properly igniting at round start. Fixed vareditted pianos switching to minimoogs at round start. Fixed some vareddited flashlights not turning on properly at round start. Fixed all missing floor icons Fixed bookcases at the Wild West away mission not being properly populated. Fixes missing icon in DM for syndie playing cards. Added support to change the burning icon of bonfires (right now there's the normal on_fire and warm states, warm being more of a burning embers sort of deal.)
544 lines
17 KiB
Plaintext
544 lines
17 KiB
Plaintext
/obj/item/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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item_state = "flashlight"
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lefthand_file = 'icons/mob/inhands/misc/devices_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/misc/devices_righthand.dmi'
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w_class = WEIGHT_CLASS_SMALL
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BELT
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materials = list(MAT_METAL=50, MAT_GLASS=20)
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actions_types = list(/datum/action/item_action/toggle_light)
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var/on = FALSE
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var/brightness_on = 4 //range of light when on
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var/flashlight_power = 1 //strength of the light when on
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/obj/item/flashlight/Initialize()
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. = ..()
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if(icon_state == "[initial(icon_state)]-on")
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on = TRUE
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update_brightness()
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/obj/item/flashlight/proc/update_brightness(mob/user = null)
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if(on)
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icon_state = "[initial(icon_state)]-on"
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if(flashlight_power)
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set_light(l_range = brightness_on, l_power = flashlight_power)
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else
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set_light(brightness_on)
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else
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icon_state = initial(icon_state)
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set_light(0)
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/obj/item/flashlight/attack_self(mob/user)
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on = !on
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update_brightness(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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return 1
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/obj/item/flashlight/suicide_act(mob/living/carbon/human/user)
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if (user.eye_blind)
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user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on ... but [user.p_theyre()] blind!</span>")
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return SHAME
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user.visible_message("<span class='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!</span>")
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return (FIRELOSS)
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/obj/item/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
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add_fingerprint(user)
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if(istype(M) && on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH))
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if((user.has_trait(TRAIT_CLUMSY) || user.has_trait(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(!user.IsAdvancedToolUser())
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if(!M.get_bodypart(BODY_ZONE_HEAD))
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to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
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return
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if(flashlight_power < 1)
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to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
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return
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switch(user.zone_selected)
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if(BODY_ZONE_PRECISE_EYES)
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if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
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to_chat(user, "<span class='notice'>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.</span>")
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return
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var/obj/item/organ/eyes/E = M.getorganslot(ORGAN_SLOT_EYES)
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if(!E)
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to_chat(user, "<span class='danger'>[M] doesn't have any eyes!</span>")
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return
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if(M == user) //they're using it on themselves
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if(M.flash_act(visual = 1))
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M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
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else
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M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes.</span>")
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else
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user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
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"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
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if(M.stat == DEAD || (M.has_trait(TRAIT_BLIND)) || !M.flash_act(visual = 1)) //mob is dead or fully blind
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to_chat(user, "<span class='warning'>[M]'s pupils don't react to the light!</span>")
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else if(M.dna && M.dna.check_mutation(XRAY)) //mob has X-ray vision
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to_chat(user, "<span class='danger'>[M]'s pupils give an eerie glow!</span>")
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else //they're okay!
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to_chat(user, "<span class='notice'>[M]'s pupils narrow.</span>")
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if(BODY_ZONE_PRECISE_MOUTH)
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if((M.head && M.head.flags_cover & HEADCOVERSMOUTH) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSMOUTH))
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to_chat(user, "<span class='notice'>You're going to need to remove that [(M.head && M.head.flags_cover & HEADCOVERSMOUTH) ? "helmet" : "mask"] first.</span>")
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return
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var/their = M.p_their()
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var/list/mouth_organs = new
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for(var/obj/item/organ/O in M.internal_organs)
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if(O.zone == BODY_ZONE_PRECISE_MOUTH)
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mouth_organs.Add(O)
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var/organ_list = ""
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var/organ_count = LAZYLEN(mouth_organs)
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if(organ_count)
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for(var/I in 1 to organ_count)
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if(I > 1)
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if(I == mouth_organs.len)
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organ_list += ", and "
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else
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organ_list += ", "
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var/obj/item/organ/O = mouth_organs[I]
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organ_list += (O.gender == "plural" ? O.name : "\an [O.name]")
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var/pill_count = 0
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for(var/datum/action/item_action/hands_free/activate_pill/AP in M.actions)
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pill_count++
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if(M == user)
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var/can_use_mirror = FALSE
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if(isturf(user.loc))
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var/obj/structure/mirror/mirror = locate(/obj/structure/mirror, user.loc)
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if(mirror)
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switch(user.dir)
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if(NORTH)
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can_use_mirror = mirror.pixel_y > 0
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if(SOUTH)
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can_use_mirror = mirror.pixel_y < 0
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if(EAST)
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can_use_mirror = mirror.pixel_x > 0
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if(WEST)
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can_use_mirror = mirror.pixel_x < 0
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M.visible_message("[M] directs [src] to [their] mouth.", \
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"<span class='notice'>You point [src] into your mouth.</span>")
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if(!can_use_mirror)
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to_chat(user, "<span class='notice'>You can't see anything without a mirror.</span>")
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return
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if(organ_count)
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to_chat(user, "<span class='notice'>Inside your mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
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else
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to_chat(user, "<span class='notice'>There's nothing inside your mouth.</span>")
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if(pill_count)
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to_chat(user, "<span class='notice'>You have [pill_count] implanted pill[pill_count > 1 ? "s" : ""].</span>")
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else
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user.visible_message("<span class='notice'>[user] directs [src] to [M]'s mouth.</span>",\
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"<span class='notice'>You direct [src] to [M]'s mouth.</span>")
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if(organ_count)
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to_chat(user, "<span class='notice'>Inside [their] mouth [organ_count > 1 ? "are" : "is"] [organ_list].</span>")
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else
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to_chat(user, "<span class='notice'>[M] doesn't have any organs in [their] mouth.</span>")
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if(pill_count)
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to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.</span>")
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else
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return ..()
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/obj/item/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
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icon_state = "penlight"
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item_state = ""
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flags_1 = CONDUCT_1
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brightness_on = 2
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var/holo_cooldown = 0
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/obj/item/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(!proximity_flag)
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if(holo_cooldown > world.time)
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to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
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return
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var/T = get_turf(target)
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if(locate(/mob/living) in T)
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new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
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holo_cooldown = world.time + 100
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return
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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, 0) //make some noise!
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if(creator)
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visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
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/obj/item/flashlight/seclite
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name = "seclite"
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desc = "A robust flashlight used by security."
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icon_state = "seclite"
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item_state = "seclite"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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force = 9 // Not as good as a stun baton.
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brightness_on = 5 // A little better than the standard flashlight.
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hitsound = 'sound/weapons/genhit1.ogg'
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// the desk lamps are a bit special
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/obj/item/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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item_state = "lamp"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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force = 10
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brightness_on = 5
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w_class = WEIGHT_CLASS_BULKY
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flags_1 = CONDUCT_1
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materials = list()
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on = TRUE
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// green-shaded desk lamp
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/obj/item/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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item_state = "lampgreen"
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/obj/item/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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//Bananalamp
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/obj/item/flashlight/lamp/bananalamp
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name = "banana lamp"
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desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
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icon_state = "bananalamp"
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item_state = "bananalamp"
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// FLARES
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/obj/item/flashlight/flare
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name = "flare"
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desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
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w_class = WEIGHT_CLASS_SMALL
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brightness_on = 7 // Pretty bright.
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icon_state = "flare"
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item_state = "flare"
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actions_types = list()
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var/fuel = 0
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var/on_damage = 7
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var/produce_heat = 1500
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heat = 1000
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light_color = LIGHT_COLOR_FLARE
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grind_results = list("sulfur" = 15)
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/obj/item/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/flashlight/flare/process()
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open_flame(heat)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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icon_state = "[initial(icon_state)]-empty"
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STOP_PROCESSING(SSobj, src)
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/obj/item/flashlight/flare/ignition_effect(atom/A, mob/user)
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if(fuel && on)
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. = "<span class='notice'>[user] lights [A] with [src] like a real \
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badass.</span>"
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else
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. = ""
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/obj/item/flashlight/flare/proc/turn_off()
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on = FALSE
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force = initial(src.force)
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damtype = initial(src.damtype)
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if(ismob(loc))
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var/mob/U = loc
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update_brightness(U)
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else
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update_brightness(null)
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/obj/item/flashlight/flare/update_brightness(mob/user = null)
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..()
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if(on)
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item_state = "[initial(item_state)]-on"
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else
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item_state = "[initial(item_state)]"
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/obj/item/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
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return
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if(on)
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to_chat(user, "<span class='notice'>[src] is already on.</span>")
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
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force = on_damage
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damtype = "fire"
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START_PROCESSING(SSobj, src)
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/obj/item/flashlight/flare/is_hot()
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return on * heat
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/obj/item/flashlight/flare/torch
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name = "torch"
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desc = "A torch fashioned from some leaves and a log."
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w_class = WEIGHT_CLASS_BULKY
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brightness_on = 4
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icon_state = "torch"
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item_state = "torch"
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lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/items_righthand.dmi'
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light_color = LIGHT_COLOR_ORANGE
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on_damage = 10
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slot_flags = null
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/obj/item/flashlight/lantern
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name = "lantern"
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icon_state = "lantern"
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item_state = "lantern"
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lefthand_file = 'icons/mob/inhands/equipment/mining_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mining_righthand.dmi'
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desc = "A mining lantern."
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brightness_on = 6 // luminosity when on
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/obj/item/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "Extract from a yellow slime. It emits a strong light when squeezed."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "slime"
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item_state = "slime"
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = ITEM_SLOT_BELT
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materials = list()
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brightness_on = 6 //luminosity when on
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/obj/item/flashlight/emp
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var/emp_max_charges = 4
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var/emp_cur_charges = 4
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var/charge_tick = 0
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/obj/item/flashlight/emp/New()
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..()
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START_PROCESSING(SSobj, src)
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/obj/item/flashlight/emp/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/flashlight/emp/process()
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charge_tick++
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if(charge_tick < 10)
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return FALSE
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charge_tick = 0
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emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
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return TRUE
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/obj/item/flashlight/emp/attack(mob/living/M, mob/living/user)
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if(on && user.zone_selected in list(BODY_ZONE_PRECISE_EYES, BODY_ZONE_PRECISE_MOUTH)) // call original attack when examining organs
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..()
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return
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/obj/item/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
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. = ..()
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if(!proximity)
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return
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if(emp_cur_charges > 0)
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emp_cur_charges -= 1
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if(ismob(A))
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var/mob/M = A
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log_combat(user, M, "attacked", "EMP-light")
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M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
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"<span class='userdanger'>[user] blinks \the [src] at you.")
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else
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A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
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to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
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A.emp_act(EMP_HEAVY)
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else
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to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
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return
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/obj/item/flashlight/emp/debug //for testing emp_act()
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name = "debug EMP flashlight"
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emp_max_charges = 100
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emp_cur_charges = 100
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// Glowsticks, in the uncomfortable range of similar to flares,
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// but not similar enough to make it worth a refactor
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/obj/item/flashlight/glowstick
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name = "glowstick"
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desc = "A military-grade glowstick."
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w_class = WEIGHT_CLASS_SMALL
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brightness_on = 4
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color = LIGHT_COLOR_GREEN
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icon_state = "glowstick"
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item_state = "glowstick"
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grind_results = list("phenol" = 15, "hydrogen" = 10, "oxygen" = 5) //Meth-in-a-stick
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var/fuel = 0
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/obj/item/flashlight/glowstick/Initialize()
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fuel = rand(1600, 2000)
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light_color = color
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. = ..()
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/obj/item/flashlight/glowstick/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/flashlight/glowstick/process()
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fuel = max(fuel - 1, 0)
|
|
if(!fuel)
|
|
turn_off()
|
|
STOP_PROCESSING(SSobj, src)
|
|
update_icon()
|
|
|
|
/obj/item/flashlight/glowstick/proc/turn_off()
|
|
on = FALSE
|
|
update_icon()
|
|
|
|
/obj/item/flashlight/glowstick/update_icon()
|
|
item_state = "glowstick"
|
|
cut_overlays()
|
|
if(!fuel)
|
|
icon_state = "glowstick-empty"
|
|
cut_overlays()
|
|
set_light(0)
|
|
else if(on)
|
|
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
|
|
glowstick_overlay.color = color
|
|
add_overlay(glowstick_overlay)
|
|
item_state = "glowstick-on"
|
|
set_light(brightness_on)
|
|
else
|
|
icon_state = "glowstick"
|
|
cut_overlays()
|
|
|
|
/obj/item/flashlight/glowstick/attack_self(mob/user)
|
|
if(!fuel)
|
|
to_chat(user, "<span class='notice'>[src] is spent.</span>")
|
|
return
|
|
if(on)
|
|
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
|
|
return
|
|
|
|
. = ..()
|
|
if(.)
|
|
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
|
|
activate()
|
|
|
|
/obj/item/flashlight/glowstick/proc/activate()
|
|
if(!on)
|
|
on = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
|
|
/obj/item/flashlight/glowstick/red
|
|
name = "red glowstick"
|
|
color = LIGHT_COLOR_RED
|
|
|
|
/obj/item/flashlight/glowstick/blue
|
|
name = "blue glowstick"
|
|
color = LIGHT_COLOR_BLUE
|
|
|
|
/obj/item/flashlight/glowstick/cyan
|
|
name = "cyan glowstick"
|
|
color = LIGHT_COLOR_CYAN
|
|
|
|
/obj/item/flashlight/glowstick/orange
|
|
name = "orange glowstick"
|
|
color = LIGHT_COLOR_ORANGE
|
|
|
|
/obj/item/flashlight/glowstick/yellow
|
|
name = "yellow glowstick"
|
|
color = LIGHT_COLOR_YELLOW
|
|
|
|
/obj/item/flashlight/glowstick/pink
|
|
name = "pink glowstick"
|
|
color = LIGHT_COLOR_PINK
|
|
|
|
/obj/item/flashlight/glowstick/random
|
|
name = "random colored glowstick"
|
|
icon_state = "random_glowstick"
|
|
color = null
|
|
|
|
/obj/item/flashlight/glowstick/random/Initialize()
|
|
..()
|
|
var/T = pick(typesof(/obj/item/flashlight/glowstick) - /obj/item/flashlight/glowstick/random)
|
|
new T(loc)
|
|
return INITIALIZE_HINT_QDEL
|
|
|
|
/obj/item/flashlight/spotlight //invisible lighting source
|
|
name = "disco light"
|
|
desc = "Groovy..."
|
|
icon_state = null
|
|
light_color = null
|
|
brightness_on = 0
|
|
light_range = 0
|
|
light_power = 10
|
|
alpha = 0
|
|
layer = 0
|
|
on = TRUE
|
|
anchored = TRUE
|
|
var/range = null
|
|
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
|
|
|
/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"
|
|
item_state = "flashdark"
|
|
brightness_on = 2.5
|
|
flashlight_power = -3
|
|
|
|
/obj/item/flashlight/eyelight
|
|
name = "eyelight"
|
|
desc = "This shouldn't exist outside of someone's head, how are you seeing this?"
|
|
brightness_on = 15
|
|
flashlight_power = 1
|
|
flags_1 = CONDUCT_1
|
|
item_flags = DROPDEL
|
|
actions_types = list()
|