/obj/item/device/flashlight name = "flashlight" desc = "A hand-held emergency light." icon = 'icons/obj/lighting.dmi' icon_state = "flashlight" item_state = "flashlight" w_class = 2 flags = CONDUCT slot_flags = SLOT_BELT matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20) action_button_name = "Toggle Flashlight" var/on = 0 var/brightness_on = 4 //luminosity when on /obj/item/device/flashlight/initialize() ..() update_icon() /obj/item/device/flashlight/update_icon() if(on) icon_state = "[initial(icon_state)]-on" set_light(brightness_on) else icon_state = "[initial(icon_state)]" set_light(0) /obj/item/device/flashlight/attack_self(mob/user) if(!isturf(user.loc)) user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities. return 0 on = !on update_icon() user.update_action_buttons() return 1 /obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob) add_fingerprint(user) if(on && user.zone_sel.selecting == "eyes") if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly return ..() //just hit them in the head var/mob/living/carbon/human/H = M //mob has protective eyewear if(istype(H)) for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses)) if(istype(C) && (C.body_parts_covered & EYES)) user << "You're going to need to remove [C.name] first." return var/obj/item/organ/vision if(H.species.vision_organ) vision = H.internal_organs_by_name[H.species.vision_organ] if(!vision) user << "You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!" user.visible_message("\The [user] directs [src] to [M]'s eyes.", \ "You direct [src] to [M]'s eyes.") if(H == user) //can't look into your own eyes buster if(M.stat == DEAD || M.blinded) //mob is dead or fully blind user << "\The [M]'s pupils do not react to the light!" return if(XRAY in M.mutations) user << "\The [M] pupils give an eerie glow!" if(vision.is_bruised()) user << "There's visible damage to [M]'s [vision.name]!" else if(M.eye_blurry) user << "\The [M]'s pupils react slower than normally." if(M.getBrainLoss() > 15) user << "There's visible lag between left and right pupils' reactions." var/list/pinpoint = list("oxycodone"=1,"tramadol"=5) var/list/dilating = list("space_drugs"=5,"mindbreaker"=1) if(M.reagents.has_any_reagent(pinpoint) || H.ingested.has_any_reagent(pinpoint)) user << "\The [M]'s pupils are already pinpoint and cannot narrow any more." else if(M.reagents.has_any_reagent(dilating) || H.ingested.has_any_reagent(dilating)) user << "\The [M]'s pupils narrow slightly, but are still very dilated." else user << "\The [M]'s pupils narrow." flick("flash", M.flash) else return ..() /obj/item/device/flashlight/pen name = "penlight" desc = "A pen-sized light, used by medical staff." icon_state = "penlight" item_state = "" flags = CONDUCT slot_flags = SLOT_EARS brightness_on = 2 w_class = 1 /obj/item/device/flashlight/drone name = "low-power flashlight" desc = "A miniature lamp, that might be used by small robots." icon_state = "penlight" item_state = "" flags = CONDUCT brightness_on = 2 w_class = 1 // the desk lamps are a bit special /obj/item/device/flashlight/lamp name = "desk lamp" desc = "A desk lamp with an adjustable mount." icon_state = "lamp" item_state = "lamp" brightness_on = 5 w_class = 4 flags = CONDUCT on = 1 // green-shaded desk lamp /obj/item/device/flashlight/lamp/green desc = "A classic green-shaded desk lamp." icon_state = "lampgreen" item_state = "lampgreen" brightness_on = 5 light_color = "#FFC58F" /obj/item/device/flashlight/lamp/verb/toggle_light() set name = "Toggle light" set category = "Object" set src in oview(1) if(!usr.stat) attack_self(usr) // FLARES /obj/item/device/flashlight/flare name = "flare" desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'." w_class = 2.0 brightness_on = 8 // Pretty bright. light_power = 3 light_color = "#e58775" icon_state = "flare" item_state = "flare" action_button_name = null //just pull it manually, neckbeard. var/fuel = 0 var/on_damage = 7 var/produce_heat = 1500 /obj/item/device/flashlight/flare/New() fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds. ..() /obj/item/device/flashlight/flare/process() var/turf/pos = get_turf(src) if(pos) pos.hotspot_expose(produce_heat, 5) fuel = max(fuel - 1, 0) if(!fuel || !on) turn_off() if(!fuel) src.icon_state = "[initial(icon_state)]-empty" processing_objects -= src /obj/item/device/flashlight/flare/proc/turn_off() on = 0 src.force = initial(src.force) src.damtype = initial(src.damtype) update_icon() /obj/item/device/flashlight/flare/attack_self(mob/user) // Usual checks if(!fuel) user << "It's out of fuel." return if(on) return . = ..() // All good, turn it on. if(.) user.visible_message("[user] activates the flare.", "You pull the cord on the flare, activating it!") src.force = on_damage src.damtype = "fire" processing_objects += src /obj/item/device/flashlight/slime gender = PLURAL name = "glowing slime extract" desc = "A glowing ball of what appears to be amber." icon = 'icons/obj/lighting.dmi' icon_state = "floor1" //not a slime extract sprite but... something close enough! item_state = "slime" w_class = 1 brightness_on = 6 on = 1 //Bio-luminesence has one setting, on. /obj/item/device/flashlight/slime/New() ..() set_light(brightness_on) /obj/item/device/flashlight/slime/update_icon() return /obj/item/device/flashlight/slime/attack_self(mob/user) return //Bio-luminescence does not toggle.