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Rewrote the job selection system to use bitflags and the jobs are now objects. Fixed a path conflict with effect which caused a few things to be unable to be clicked on. Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects. Fixed up the bits that were missing the slightly updated mob organ attack code. Moved the traps file into unused. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
106 lines
3.3 KiB
Plaintext
106 lines
3.3 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon_state = "flight0"
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w_class = 2
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item_state = "flight"
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flags = FPRINT | ONBELT | TABLEPASS | CONDUCT
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m_amt = 50
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g_amt = 20
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var
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on = 0
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brightness_on = 4 //luminosity when on
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icon_on = "flight1"
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icon_off = "flight0"
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attack_self(mob/user)
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on = !on
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if (on)
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icon_state = icon_on
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user.total_luminosity += brightness_on
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else
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icon_state = icon_off
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user.total_luminosity -= brightness_on
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return
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attack(mob/M as mob, mob/user as mob)
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src.add_fingerprint(user)
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if(src.on && user.zone_sel.selecting == "eyes")
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if ((user.mutations & CLUMSY || user.brainloss >= 60) && prob(50))//too dumb to use flashlight properly
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return ..()//just hit them in the head
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if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")//don't have dexterity
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usr.show_message("\red You don't have the dexterity to do this!",1)
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return
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var/mob/living/carbon/human/H = M//mob has protective eyewear
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || (H.glasses && H.glasses.flags & GLASSESCOVERSEYES)))
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user << text("\blue You're going to need to remove that [] first.", ((H.head && H.head.flags & HEADCOVERSEYES) ? "helmet" : ((H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) ? "mask": "glasses")))
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return
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for(var/mob/O in viewers(M, null))//echo message
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if ((O.client && !(O.blinded )))
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O.show_message("\blue [(O==user?"You direct":"[user] directs")] [src] to [(M==user? "your":"[M]")] eyes", 1)
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if(istype(M, /mob/living/carbon/human) || istype(M, /mob/living/carbon/monkey))//robots and aliens are unaffected
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if(M.stat > 1 || M.sdisabilities & 1)//mob is dead or fully blind
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if(M!=user)
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user.show_message(text("\red [] pupils does not react to the light!", M),1)
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else if(M.mutations & XRAY)//mob has X-RAY vision
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if(M!=user)
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user.show_message(text("\red [] pupils give an eerie glow!", M),1)
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else //nothing wrong
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flick("flash", M.flash)//flash the affected mob
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if(M!=user)
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user.show_message(text("\blue [] pupils narrow", M),1)
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else
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return ..()
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pickup(mob/user)
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if(on)
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src.sd_SetLuminosity(0)
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user.total_luminosity += brightness_on
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dropped(mob/user)
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if(on)
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user.total_luminosity -= brightness_on
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src.sd_SetLuminosity(brightness_on)
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light. It shines as well as a flashlight."
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icon_state = "plight0"
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flags = FPRINT | TABLEPASS | CONDUCT
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item_state = ""
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icon_on = "plight1"
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icon_off = "plight0"
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brightness_on = 3
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//Looks like most of the clothing lights are here
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/obj/item/clothing/head/helmet/hardhat/attack_self(mob/user)
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on = !on
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icon_state = "hardhat[on]_[color]"
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item_state = "hardhat[on]_[color]"
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if(on)
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user.total_luminosity += brightness_on
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else
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user.total_luminosity -= brightness_on
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/obj/item/clothing/head/helmet/hardhat/pickup(mob/user)
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if(on)
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src.sd_SetLuminosity(0)
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user.total_luminosity += brightness_on
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/obj/item/clothing/head/helmet/hardhat/dropped(mob/user)
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if(on)
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user.total_luminosity -= brightness_on
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src.sd_SetLuminosity(brightness_on)
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