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- the 'box' item no longer contains internals by default. A survival kit does tho. - backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals. - engineers spawn with a different survival kit, which has an engineering em. oxy tank - emergency oxy tanks now fit in boxes again - engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru) - red hardhats spawn in fire closets - CE spawns with white hardhat, one is also in his locker - CE spawns with industrial backpack - Pod people manual added to HOP's desk (he's the boss) and hydroponics - Ore pile removed from code (was not used for anything and I don't want it to be) - The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out) git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
85 lines
3.2 KiB
Plaintext
85 lines
3.2 KiB
Plaintext
//#define FLASHLIGHT_LUM 4
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/obj/item/device/flashlight/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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else
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icon_state = icon_off
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if(on)
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user.sd_SetLuminosity(user.luminosity + brightness_on)
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else
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user.sd_SetLuminosity(user.luminosity - brightness_on)
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/obj/item/device/flashlight/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 & CLOWN || 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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/*user << "\blue You bounce the light spot up and down and drool."
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for(var/mob/O in viewers(M, null))
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O.show_message(text("\blue [] bounces the light spot up and down and drools", user), 1)
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src.add_fingerprint(user)
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return*/
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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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/obj/item/device/flashlight/pickup(mob/user)
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if(on)
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src.sd_SetLuminosity(0)
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user.sd_SetLuminosity(user.luminosity + brightness_on)
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/obj/item/device/flashlight/dropped(mob/user)
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if(on)
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user.sd_SetLuminosity(user.luminosity - brightness_on)
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src.sd_SetLuminosity(brightness_on)
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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.sd_SetLuminosity(user.luminosity + brightness_on)
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else
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user.sd_SetLuminosity(user.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.sd_SetLuminosity(user.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.sd_SetLuminosity(user.luminosity - brightness_on)
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src.sd_SetLuminosity(brightness_on) |