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synced 2025-12-29 19:52:12 +00:00
Cleaned up the files themselves. Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder. There's two instances of me not following the exact file structure. - /obj/item/brain has been moved to a file in mob/living/carbon/brain - /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them. Next up: Finish the files in the weapon folder, then start moving defines down. My god I hope I havent broken everything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
88 lines
1.9 KiB
Plaintext
88 lines
1.9 KiB
Plaintext
/obj/item/candle
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name = "red candle"
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desc = "a candle"
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icon = 'icons/obj/candle.dmi'
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icon_state = "candle1"
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item_state = "candle1"
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w_class = 1
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var/wax = 200
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var/lit = 0
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proc
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light(var/flavor_text = "\red [usr] lights the [name].")
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update_icon()
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var/i
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if(wax>150)
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i = 1
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else if(wax>80)
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i = 2
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else i = 3
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icon_state = "candle[i][lit ? "_lit" : ""]"
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attackby(obj/item/weapon/W as obj, mob/user as mob)
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..()
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn()) //Badasses dont get blinded by lighting their candle with a welding tool
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light("\red [user] casually lights the [name] with [W], what a badass.")
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else if(istype(W, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = W
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if(L.lit)
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light()
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else if(istype(W, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = W
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if(M.lit)
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light()
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else if(istype(W, /obj/item/candle))
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var/obj/item/candle/C = W
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if(C.lit)
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light()
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light(var/flavor_text = "\red [usr] lights the [name].")
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if(!src.lit)
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src.lit = 1
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//src.damtype = "fire"
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for(var/mob/O in viewers(usr, null))
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O.show_message(flavor_text, 1)
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SetLuminosity(CANDLE_LUM)
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processing_objects.Add(src)
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process()
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if(!lit)
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return
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wax--
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if(!wax)
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new/obj/item/trash/candle(src.loc)
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if(istype(src.loc, /mob))
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src.dropped()
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del(src)
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update_icon()
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if(istype(loc, /turf)) //start a fire if possible
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var/turf/T = loc
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T.hotspot_expose(700, 5)
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attack_self(mob/user as mob)
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if(lit)
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lit = 0
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update_icon()
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SetLuminosity(0)
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user.SetLuminosity(user.luminosity - CANDLE_LUM)
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pickup(mob/user)
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if(lit)
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SetLuminosity(0)
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user.SetLuminosity(user.luminosity + CANDLE_LUM)
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dropped(mob/user)
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if(lit)
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user.SetLuminosity(user.luminosity - CANDLE_LUM)
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SetLuminosity(CANDLE_LUM)
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