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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
209 lines
6.1 KiB
Plaintext
209 lines
6.1 KiB
Plaintext
/obj/item/device/flash
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name = "flash"
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desc = "Used for blinding and being an asshole."
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icon_state = "flash"
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item_state = "flashtool"
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throwforce = 5
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w_class = ITEMSIZE_SMALL
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throw_speed = 4
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throw_range = 10
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flags = CONDUCT
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origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
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var/times_used = 0 //Number of times it's been used.
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var/broken = 0 //Is the flash burnt out?
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var/last_used = 0 //last world.time it was used.
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/obj/item/device/flash/proc/clown_check(var/mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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user << "<span class='warning'>\The [src] slips out of your hand.</span>"
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user.drop_item()
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return 0
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return 1
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/obj/item/device/flash/proc/flash_recharge()
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//capacitor recharges over time
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for(var/i=0, i<3, i++)
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if(last_used+600 > world.time)
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break
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last_used += 600
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times_used -= 2
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last_used = world.time
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times_used = max(0,round(times_used)) //sanity
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//attack_as_weapon
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/obj/item/device/flash/attack(mob/living/M, mob/living/user, var/target_zone)
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if(!user || !M) return //sanity
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
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msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(M)
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if(!clown_check(user)) return
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if(broken)
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user << "<span class='warning'>\The [src] is broken.</span>"
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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//It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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last_used = world.time
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if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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return
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times_used++
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else //can only use it 5 times a minute
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user << "<span class='warning'>*click* *click*</span>"
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return
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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user.do_attack_animation(M)
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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var/flashfail = 0
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if(iscarbon(M))
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if(M.stat!=DEAD)
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var/safety = M:eyecheck()
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if(safety <= 0)
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var/flash_strength = 5
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if(ishuman(M))
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var/mob/living/carbon/human/H = M
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flash_strength *= H.species.flash_mod
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if(flash_strength > 0)
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H.confused = max(H.confused, flash_strength + 5)
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H.eye_blind = max(H.eye_blind, flash_strength)
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H.eye_blurry = max(H.eye_blurry, flash_strength + 5)
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H.flash_eyes()
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else
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flashfail = 1
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else if(issilicon(M))
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M.Weaken(rand(5,10))
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else
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flashfail = 1
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if(isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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if(!flashfail)
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flick("flash2", src)
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if(!issilicon(M))
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user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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else
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user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
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else
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user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
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return
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/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(!user || !clown_check(user)) return
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user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
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if(broken)
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user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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//It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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return
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times_used++
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else //can only use it 5 times a minute
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user.show_message("<span class='warning'>*click* *click*</span>", 2)
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("flash2", src)
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if(user && isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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for(var/mob/living/carbon/M in oviewers(3, null))
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var/safety = M:eyecheck()
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if(!safety)
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if(!M.blinded)
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M.flash_eyes()
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return
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/obj/item/device/flash/emp_act(severity)
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if(broken) return
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flash_recharge()
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switch(times_used)
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if(0 to 5)
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if(prob(2*times_used))
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broken = 1
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icon_state = "flashburnt"
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return
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times_used++
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if(istype(loc, /mob/living/carbon))
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var/mob/living/carbon/M = loc
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var/safety = M.eyecheck()
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if(safety <= 0)
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M.Weaken(10)
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M.flash_eyes()
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for(var/mob/O in viewers(M, null))
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O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
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..()
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/obj/item/device/flash/synthetic
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name = "synthetic flash"
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desc = "When a problem arises, SCIENCE is the solution."
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icon_state = "sflash"
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origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
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//attack_as_weapon
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/obj/item/device/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
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..()
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if(!broken)
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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..()
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if(!broken)
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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