mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-01-30 10:53:24 +00:00
More tweaks to IPC fixes. Merge resolution/compile fixes. Further work on properly integrating, updating and fixing prosthetic options. Repathed internal organs to organ/internal. More work on full synthetics, changelings, overheating. Working on getting organs to qdel properly and spawn properly when robotized. Finalized some overheating values, added remaining prosthetic icons. Finalizing the testing version of the full prosthetic bodies branch. Added suit cyclers to the autolathe and map. Fixing runtime errors. Fixing errors. Changelog. Replacing limb and organ strings with constants. Prevented brainless species from becoming full cyborgs. Fixed issues with brain/MMIs renaming themselves inappropriately. Various fixes and oversights.
209 lines
6.4 KiB
Plaintext
209 lines
6.4 KiB
Plaintext
/obj/item/device/flashlight
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name = "flashlight"
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desc = "A hand-held emergency light."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "flashlight"
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item_state = "flashlight"
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w_class = 2
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flags = CONDUCT
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slot_flags = SLOT_BELT
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matter = list(DEFAULT_WALL_MATERIAL = 50,"glass" = 20)
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action_button_name = "Toggle Flashlight"
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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/obj/item/device/flashlight/initialize()
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..()
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update_icon()
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/obj/item/device/flashlight/update_icon()
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if(on)
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icon_state = "[initial(icon_state)]-on"
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set_light(brightness_on)
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else
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icon_state = "[initial(icon_state)]"
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set_light(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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if(!isturf(user.loc))
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user << "You cannot turn the light on while in this [user.loc]." //To prevent some lighting anomalities.
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return 0
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on = !on
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update_icon()
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user.update_action_buttons()
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return 1
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/obj/item/device/flashlight/attack(mob/living/M as mob, mob/living/user as mob)
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add_fingerprint(user)
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if(on && user.zone_sel.selecting == O_EYES)
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if(((CLUMSY in user.mutations) || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
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return ..() //just hit them in the head
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(H))
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for(var/obj/item/clothing/C in list(H.head,H.wear_mask,H.glasses))
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if(istype(C) && (C.body_parts_covered & EYES))
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user << "<span class='warning'>You're going to need to remove [C.name] first.</span>"
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return
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var/obj/item/organ/vision
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if(H.species.vision_organ)
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vision = H.internal_organs_by_name[H.species.vision_organ]
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if(!vision)
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user << "<span class='warning'>You can't find any [H.species.vision_organ ? H.species.vision_organ : "eyes"] on [H]!</span>"
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user.visible_message("<span class='notice'>\The [user] directs [src] to [M]'s eyes.</span>", \
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"<span class='notice'>You direct [src] to [M]'s eyes.</span>")
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if(H == user) //can't look into your own eyes buster
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if(M.stat == DEAD || M.blinded) //mob is dead or fully blind
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user << "<span class='warning'>\The [M]'s pupils do not react to the light!</span>"
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return
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if(XRAY in M.mutations)
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user << "<span class='notice'>\The [M] pupils give an eerie glow!</span>"
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if(vision.is_bruised())
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user << "<span class='warning'>There's visible damage to [M]'s [vision.name]!</span>"
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else if(M.eye_blurry)
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user << "<span class='notice'>\The [M]'s pupils react slower than normally.</span>"
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if(M.getBrainLoss() > 15)
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user << "<span class='notice'>There's visible lag between left and right pupils' reactions.</span>"
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var/list/pinpoint = list("oxycodone"=1,"tramadol"=5)
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var/list/dilating = list("space_drugs"=5,"mindbreaker"=1)
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if(M.reagents.has_any_reagent(pinpoint) || H.ingested.has_any_reagent(pinpoint))
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user << "<span class='notice'>\The [M]'s pupils are already pinpoint and cannot narrow any more.</span>"
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else if(M.reagents.has_any_reagent(dilating) || H.ingested.has_any_reagent(dilating))
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user << "<span class='notice'>\The [M]'s pupils narrow slightly, but are still very dilated.</span>"
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else
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user << "<span class='notice'>\The [M]'s pupils narrow.</span>"
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flick("flash", M.flash)
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else
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return ..()
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/obj/item/device/flashlight/pen
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name = "penlight"
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desc = "A pen-sized light, used by medical staff."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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slot_flags = SLOT_EARS
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brightness_on = 2
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w_class = 1
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/obj/item/device/flashlight/drone
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name = "low-power flashlight"
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desc = "A miniature lamp, that might be used by small robots."
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icon_state = "penlight"
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item_state = ""
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flags = CONDUCT
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brightness_on = 2
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w_class = 1
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// the desk lamps are a bit special
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/obj/item/device/flashlight/lamp
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name = "desk lamp"
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desc = "A desk lamp with an adjustable mount."
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icon_state = "lamp"
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item_state = "lamp"
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brightness_on = 5
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w_class = 4
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flags = CONDUCT
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on = 1
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// green-shaded desk lamp
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/obj/item/device/flashlight/lamp/green
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desc = "A classic green-shaded desk lamp."
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icon_state = "lampgreen"
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item_state = "lampgreen"
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brightness_on = 5
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light_color = "#FFC58F"
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/obj/item/device/flashlight/lamp/verb/toggle_light()
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set name = "Toggle light"
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set category = "Object"
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set src in oview(1)
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if(!usr.stat)
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attack_self(usr)
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// FLARES
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/obj/item/device/flashlight/flare
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name = "flare"
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desc = "A red standard-issue flare. There are instructions on the side reading 'pull cord, make light'."
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w_class = 2.0
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brightness_on = 8 // Pretty bright.
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light_power = 3
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light_color = "#e58775"
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icon_state = "flare"
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item_state = "flare"
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action_button_name = null //just pull it manually, neckbeard.
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var/fuel = 0
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var/on_damage = 7
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var/produce_heat = 1500
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/obj/item/device/flashlight/flare/New()
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fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
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..()
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/obj/item/device/flashlight/flare/process()
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var/turf/pos = get_turf(src)
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if(pos)
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pos.hotspot_expose(produce_heat, 5)
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fuel = max(fuel - 1, 0)
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if(!fuel || !on)
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turn_off()
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if(!fuel)
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src.icon_state = "[initial(icon_state)]-empty"
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processing_objects -= src
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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src.force = initial(src.force)
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src.damtype = initial(src.damtype)
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update_icon()
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/obj/item/device/flashlight/flare/attack_self(mob/user)
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// Usual checks
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if(!fuel)
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user << "<span class='notice'>It's out of fuel.</span>"
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return
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if(on)
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return
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. = ..()
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// All good, turn it on.
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if(.)
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user.visible_message("<span class='notice'>[user] activates the flare.</span>", "<span class='notice'>You pull the cord on the flare, activating it!</span>")
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src.force = on_damage
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src.damtype = "fire"
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processing_objects += src
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/obj/item/device/flashlight/slime
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gender = PLURAL
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name = "glowing slime extract"
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desc = "A glowing ball of what appears to be amber."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "floor1" //not a slime extract sprite but... something close enough!
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item_state = "slime"
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w_class = 1
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brightness_on = 6
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on = 1 //Bio-luminesence has one setting, on.
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/obj/item/device/flashlight/slime/New()
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..()
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set_light(brightness_on)
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/obj/item/device/flashlight/slime/update_icon()
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return
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/obj/item/device/flashlight/slime/attack_self(mob/user)
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return //Bio-luminescence does not toggle.
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