Files
Paradise/code/game/objects/items/candle.dm
T
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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/obj/item/candle
name = "red candle"
desc = "In Greek myth, Prometheus stole fire from the Gods and gave it to humankind. The jewelry he kept for himself."
icon = 'icons/obj/candle.dmi'
icon_state = "candle1"
item_state = "candle1"
w_class = WEIGHT_CLASS_TINY
var/wax = 200
var/lit = FALSE
var/infinite = FALSE
var/start_lit = FALSE
var/flickering = FALSE
light_color = "#E09D37"
/obj/item/candle/New()
..()
if(start_lit)
// No visible message
light(show_message = 0)
/obj/item/candle/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/candle/update_icon_state()
if(flickering)
icon_state = "candle[get_icon_index()]_flicker"
else
icon_state = "candle[get_icon_index()][lit ? "_lit" : ""]"
/obj/item/candle/can_enter_storage(obj/item/storage/S, mob/user)
if(lit)
to_chat(user, "<span class='warning'>[S] can't hold [src] while it's lit!</span>")
return FALSE
else
return TRUE
/obj/item/candle/attackby(obj/item/W, mob/user, params)
if(is_hot(W))
light("<span class='notice'>[user] lights [src] with [W].</span>")
return
return ..()
/obj/item/candle/welder_act(mob/user, obj/item/I)
. = TRUE
if(I.tool_use_check(user, 0)) //Don't need to flash eyes because you are a badass
light("<span class='notice'>[user] casually lights [src] with [I], what a badass.</span>")
/obj/item/candle/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
if(!lit)
light() //honk
return ..()
/obj/item/candle/proc/light(show_message)
if(!lit)
lit = TRUE
if(show_message)
usr.visible_message(show_message)
set_light(CANDLE_LUM)
START_PROCESSING(SSobj, src)
update_icon(UPDATE_ICON_STATE)
/obj/item/candle/proc/get_icon_index()
if(wax > 150)
. = 1
else if(wax > 80)
. = 2
else
. = 3
/obj/item/candle/proc/start_flickering()
flickering = TRUE
update_icon(UPDATE_ICON_STATE)
addtimer(CALLBACK(src, .proc/stop_flickering), 4 SECONDS, TIMER_UNIQUE)
/obj/item/candle/proc/stop_flickering()
flickering = FALSE
update_icon(UPDATE_ICON_STATE)
/obj/item/candle/process()
if(!lit)
return
if(!infinite)
wax--
if(!wax)
new/obj/item/trash/candle(src.loc)
if(istype(src.loc, /mob))
var/mob/M = src.loc
M.unEquip(src, 1) //src is being deleted anyway
qdel(src)
update_icon(UPDATE_ICON_STATE)
if(isturf(loc)) //start a fire if possible
var/turf/T = loc
T.hotspot_expose(700, 5)
/obj/item/candle/attack_self(mob/user)
if(lit)
user.visible_message("<span class='notice'>[user] snuffs out [src].</span>")
lit = FALSE
update_icon(UPDATE_ICON_STATE)
set_light(0)
/obj/item/candle/eternal
desc = "A candle. This one seems to have an odd quality about the wax."
infinite = TRUE
/obj/item/candle/get_spooked()
if(lit)
start_flickering()
playsound(src, 'sound/effects/candle_flicker.ogg', 15, 1)
return TRUE
return FALSE