mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2026-01-07 07:52:29 +00:00
-Fixed #2005 (for sure!) -Fixed the stacking of brightness. Now the most bright item turned ON will be the one where the user gets its luminosity of. -Cleaned the code a bit. Now only one var controls the on/off switch of light, and another holds the value of brightness when on.
99 lines
2.2 KiB
Plaintext
99 lines
2.2 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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light_on = 0
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brightness_on = 3 //luminosity when on
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var/wax = 200
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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][light_on ? "_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.light_on)
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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.light_on)
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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.light_on)
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light()
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light(var/flavor_text = "\red [usr] lights the [name].")
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if(!src.light_on)
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src.light_on = 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(brightness_on)
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processing_objects.Add(src)
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process()
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if(!light_on)
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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(light_on)
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light_on = 0
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update_icon()
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SetLuminosity(0)
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user.SetLuminosity(search_light(user, src))
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pickup(mob/user)
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if(light_on)
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if (user.luminosity < brightness_on)
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user.SetLuminosity(brightness_on)
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SetLuminosity(0)
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dropped(mob/user)
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if(light_on)
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if ((layer <= 3) || (loc != user.loc))
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user.SetLuminosity(search_light(user, src))
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SetLuminosity(brightness_on)
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equipped(mob/user, slot)
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if(light_on)
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if (user.luminosity < brightness_on)
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user.SetLuminosity(brightness_on)
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SetLuminosity(0)
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