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Two new items, one brand new, the other an RCD that works at range without any other bells and whistles. The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire. 🆑 Robustin add: Ranged RCD added to the game add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire. /🆑
663 lines
18 KiB
Plaintext
663 lines
18 KiB
Plaintext
// The lighting system
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//
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// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
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// status values shared between lighting fixtures and items
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#define LIGHT_OK 0
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#define LIGHT_EMPTY 1
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#define LIGHT_BROKEN 2
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#define LIGHT_BURNED 3
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/obj/item/wallframe/light_fixture
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name = "light fixture frame"
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desc = "Used for building lights."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-item"
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result_path = /obj/structure/light_construct
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inverse = 1
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/obj/item/wallframe/light_fixture/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-item"
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result_path = /obj/structure/light_construct/small
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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
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/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
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if(!..())
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return
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var/area/A = get_area(user)
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if(A.dynamic_lighting != DYNAMIC_LIGHTING_ENABLED)
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to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
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return
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return TRUE
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/obj/structure/light_construct
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name = "light fixture frame"
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desc = "A light fixture under construction."
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icon = 'icons/obj/lighting.dmi'
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icon_state = "tube-construct-stage1"
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anchored = 1
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layer = WALL_OBJ_LAYER
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obj_integrity = 200
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max_integrity = 200
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armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
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var/stage = 1
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var/fixture_type = "tube"
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var/sheets_refunded = 2
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var/obj/machinery/light/newlight = null
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/obj/structure/light_construct/New(loc, ndir, building)
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..()
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if(building)
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setDir(ndir)
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/obj/structure/light_construct/examine(mob/user)
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..()
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switch(src.stage)
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if(1)
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to_chat(user, "It's an empty frame.")
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if(2)
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to_chat(user, "It's wired.")
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if(3)
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to_chat(user, "The casing is closed.")
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/obj/structure/light_construct/attackby(obj/item/weapon/W, mob/user, params)
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add_fingerprint(user)
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switch(stage)
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if(1)
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if(istype(W, /obj/item/weapon/wrench))
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playsound(src.loc, W.usesound, 75, 1)
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to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
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if (!do_after(usr, 30*W.toolspeed, target = src))
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return
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new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
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user.visible_message("[user.name] deconstructs [src].", \
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"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
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qdel(src)
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return
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/coil = W
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if(coil.use(1))
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switch(fixture_type)
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if ("tube")
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icon_state = "tube-construct-stage2"
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if("bulb")
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icon_state = "bulb-construct-stage2"
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stage = 2
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user.visible_message("[user.name] adds wires to [src].", \
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"<span class='notice'>You add wires to [src].</span>")
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else
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to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
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return
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if(2)
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if(istype(W, /obj/item/weapon/wrench))
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to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
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return
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if(istype(W, /obj/item/weapon/wirecutters))
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stage = 1
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switch(fixture_type)
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if ("tube")
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icon_state = "tube-construct-stage1"
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if("bulb")
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icon_state = "bulb-construct-stage1"
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new /obj/item/stack/cable_coil(get_turf(loc), 1, "red")
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user.visible_message("[user.name] removes the wiring from [src].", \
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"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
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playsound(loc, W.usesound, 100, 1)
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return
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if(istype(W, /obj/item/weapon/screwdriver))
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user.visible_message("[user.name] closes [src]'s casing.", \
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"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
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playsound(loc, W.usesound, 75, 1)
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switch(fixture_type)
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if("tube")
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newlight = new /obj/machinery/light/built(loc)
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if ("bulb")
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newlight = new /obj/machinery/light/small/built(loc)
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newlight.setDir(dir)
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transfer_fingerprints_to(newlight)
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qdel(src)
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return
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return ..()
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/obj/structure/light_construct/blob_act(obj/structure/blob/B)
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if(B && B.loc == loc)
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qdel(src)
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/obj/structure/light_construct/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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new /obj/item/stack/sheet/metal(loc, sheets_refunded)
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qdel(src)
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/obj/structure/light_construct/small
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name = "small light fixture frame"
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icon_state = "bulb-construct-stage1"
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fixture_type = "bulb"
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sheets_refunded = 1
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// the standard tube light fixture
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/obj/machinery/light
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name = "light fixture"
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icon = 'icons/obj/lighting.dmi'
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var/base_state = "tube" // base description and icon_state
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icon_state = "tube1"
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desc = "A lighting fixture."
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anchored = 1
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layer = WALL_OBJ_LAYER
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obj_integrity = 100
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max_integrity = 100
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use_power = 2
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idle_power_usage = 2
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active_power_usage = 20
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power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
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var/on = 0 // 1 if on, 0 if off
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var/on_gs = 0
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var/static_power_used = 0
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var/brightness = 8 // luminosity when on, also used in power calculation
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var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
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var/flickering = 0
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var/light_type = /obj/item/weapon/light/tube // the type of light item
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var/fitting = "tube"
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var/switchcount = 0 // count of number of times switched on/off
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// this is used to calc the probability the light burns out
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var/rigged = 0 // true if rigged to explode
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// the smaller bulb light fixture
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/obj/machinery/light/small
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icon_state = "bulb1"
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base_state = "bulb"
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fitting = "bulb"
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brightness = 4
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desc = "A small lighting fixture."
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light_type = /obj/item/weapon/light/bulb
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/obj/machinery/light/Move()
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if(status != LIGHT_BROKEN)
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break_light_tube(1)
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return ..()
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/obj/machinery/light/built/New()
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status = LIGHT_EMPTY
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update(0)
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..()
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/obj/machinery/light/small/built/New()
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status = LIGHT_EMPTY
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update(0)
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..()
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// create a new lighting fixture
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/obj/machinery/light/New()
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..()
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spawn(2)
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switch(fitting)
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if("tube")
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brightness = 8
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if(prob(2))
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break_light_tube(1)
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if("bulb")
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brightness = 4
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if(prob(5))
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break_light_tube(1)
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spawn(1)
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update(0)
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/obj/machinery/light/Destroy()
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var/area/A = get_area(src)
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if(A)
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on = 0
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// A.update_lights()
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return ..()
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/obj/machinery/light/update_icon()
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switch(status) // set icon_states
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if(LIGHT_OK)
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icon_state = "[base_state][on]"
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if(LIGHT_EMPTY)
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icon_state = "[base_state]-empty"
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on = 0
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if(LIGHT_BURNED)
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icon_state = "[base_state]-burned"
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on = 0
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if(LIGHT_BROKEN)
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icon_state = "[base_state]-broken"
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on = 0
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return
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// update the icon_state and luminosity of the light depending on its state
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/obj/machinery/light/proc/update(trigger = 1)
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update_icon()
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if(on)
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if(!light || light.light_range != brightness)
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switchcount++
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if(rigged)
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if(status == LIGHT_OK && trigger)
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explode()
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else if( prob( min(60, switchcount*switchcount*0.01) ) )
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if(trigger)
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burn_out()
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else
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use_power = 2
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set_light(brightness)
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else
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use_power = 1
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set_light(0)
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active_power_usage = (brightness * 10)
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if(on != on_gs)
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on_gs = on
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if(on)
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static_power_used = brightness * 20 //20W per unit luminosity
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addStaticPower(static_power_used, STATIC_LIGHT)
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else
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removeStaticPower(static_power_used, STATIC_LIGHT)
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/obj/machinery/light/proc/burn_out()
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if(status == LIGHT_OK)
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status = LIGHT_BURNED
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icon_state = "[base_state]-burned"
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on = 0
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set_light(0)
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// attempt to set the light's on/off status
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// will not switch on if broken/burned/empty
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/obj/machinery/light/proc/seton(s)
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on = (s && status == LIGHT_OK)
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update()
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// examine verb
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/obj/machinery/light/examine(mob/user)
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..()
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switch(status)
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if(LIGHT_OK)
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to_chat(user, "It is turned [on? "on" : "off"].")
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if(LIGHT_EMPTY)
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to_chat(user, "The [fitting] has been removed.")
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if(LIGHT_BURNED)
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to_chat(user, "The [fitting] is burnt out.")
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if(LIGHT_BROKEN)
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to_chat(user, "The [fitting] has been smashed.")
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// attack with item - insert light (if right type), otherwise try to break the light
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/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
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//Light replacer code
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if(istype(W, /obj/item/device/lightreplacer))
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var/obj/item/device/lightreplacer/LR = W
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LR.ReplaceLight(src, user)
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// attempt to insert light
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else if(istype(W, /obj/item/weapon/light))
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if(status == LIGHT_OK)
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to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
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else
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src.add_fingerprint(user)
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var/obj/item/weapon/light/L = W
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if(istype(L, light_type))
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if(!user.drop_item())
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return
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src.add_fingerprint(user)
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if(status != LIGHT_EMPTY)
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drop_light_tube(user)
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to_chat(user, "<span class='notice'>You replace [L].</span>")
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else
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to_chat(user, "<span class='notice'>You insert [L].</span>")
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status = L.status
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switchcount = L.switchcount
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rigged = L.rigged
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brightness = L.brightness
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on = has_power()
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update()
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qdel(L)
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if(on && rigged)
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explode()
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else
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to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
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// attempt to stick weapon into light socket
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else if(status == LIGHT_EMPTY)
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if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
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playsound(src.loc, W.usesound, 75, 1)
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user.visible_message("[user.name] opens [src]'s casing.", \
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"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
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deconstruct()
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else
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to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
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if(has_power() && (W.flags & CONDUCT))
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do_sparks(3, TRUE, src)
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if (prob(75))
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electrocute_mob(user, get_area(src), src, rand(0.7,1.0), TRUE)
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else
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return ..()
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/obj/machinery/light/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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var/obj/structure/light_construct/newlight = null
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var/cur_stage = 2
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if(!disassembled)
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cur_stage = 1
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switch(fitting)
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if("tube")
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newlight = new /obj/structure/light_construct(src.loc)
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newlight.icon_state = "tube-construct-stage[cur_stage]"
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if("bulb")
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newlight = new /obj/structure/light_construct/small(src.loc)
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newlight.icon_state = "bulb-construct-stage[cur_stage]"
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newlight.setDir(src.dir)
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newlight.stage = cur_stage
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if(!disassembled)
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newlight.obj_integrity = newlight.max_integrity * 0.5
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if(status != LIGHT_BROKEN)
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break_light_tube()
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if(status != LIGHT_EMPTY)
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drop_light_tube()
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new /obj/item/stack/cable_coil(loc, 1, "red")
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transfer_fingerprints_to(newlight)
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qdel(src)
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/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
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..()
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if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
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if(on && (I.flags & CONDUCT))
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if(prob(12))
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electrocute_mob(user, get_area(src), src, 0.3, TRUE)
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/obj/machinery/light/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1)
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. = ..()
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if(. && !QDELETED(src))
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if(prob(damage_amount * 5))
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break_light_tube()
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/obj/machinery/light/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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switch(status)
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if(LIGHT_EMPTY)
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playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
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if(LIGHT_BROKEN)
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playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
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else
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playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
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if(BURN)
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playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
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// returns whether this light has power
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// true if area has power and lightswitch is on
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/obj/machinery/light/proc/has_power()
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var/area/A = get_area(src)
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return A.lightswitch && A.power_light
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/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
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set waitfor = 0
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if(flickering) return
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flickering = 1
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if(on && status == LIGHT_OK)
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for(var/i = 0; i < amount; i++)
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if(status != LIGHT_OK) break
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on = !on
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update(0)
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sleep(rand(5, 15))
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on = (status == LIGHT_OK)
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update(0)
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flickering = 0
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// ai attack - make lights flicker, because why not
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/obj/machinery/light/attack_ai(mob/user)
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src.flicker(1)
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return
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// attack with hand - remove tube/bulb
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// if hands aren't protected and the light is on, burn the player
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/obj/machinery/light/attack_hand(mob/living/carbon/human/user)
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user.changeNext_move(CLICK_CD_MELEE)
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add_fingerprint(user)
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if(status == LIGHT_EMPTY)
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to_chat(user, "There is no [fitting] in this light.")
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return
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// make it burn hands if not wearing fire-insulated gloves
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if(on)
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var/prot = 0
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var/mob/living/carbon/human/H = user
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if(istype(H))
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if(H.gloves)
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var/obj/item/clothing/gloves/G = H.gloves
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if(G.max_heat_protection_temperature)
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prot = (G.max_heat_protection_temperature > 360)
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else
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prot = 1
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if(prot > 0)
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to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
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else if(istype(user) && user.dna.check_mutation(TK))
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to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
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else
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to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
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var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
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if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
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H.update_damage_overlays()
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return // if burned, don't remove the light
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else
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to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
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|
// create a light tube/bulb item and put it in the user's hand
|
|
drop_light_tube(user)
|
|
|
|
/obj/machinery/light/proc/drop_light_tube(mob/user)
|
|
var/obj/item/weapon/light/L = new light_type()
|
|
L.status = status
|
|
L.rigged = rigged
|
|
L.brightness = brightness
|
|
|
|
// light item inherits the switchcount, then zero it
|
|
L.switchcount = switchcount
|
|
switchcount = 0
|
|
|
|
L.update()
|
|
L.forceMove(loc)
|
|
|
|
if(user) //puts it in our active hand
|
|
L.add_fingerprint(user)
|
|
user.put_in_active_hand(L)
|
|
|
|
status = LIGHT_EMPTY
|
|
update()
|
|
return L
|
|
|
|
/obj/machinery/light/attack_tk(mob/user)
|
|
if(status == LIGHT_EMPTY)
|
|
to_chat(user, "There is no [fitting] in this light.")
|
|
return
|
|
|
|
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
|
|
// create a light tube/bulb item and put it in the user's hand
|
|
var/obj/item/weapon/light/L = drop_light_tube()
|
|
L.attack_tk(user)
|
|
|
|
|
|
// break the light and make sparks if was on
|
|
|
|
/obj/machinery/light/proc/break_light_tube(skip_sound_and_sparks = 0)
|
|
if(status == LIGHT_EMPTY || status == LIGHT_BROKEN)
|
|
return
|
|
|
|
if(!skip_sound_and_sparks)
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
if(on)
|
|
do_sparks(3, TRUE, src)
|
|
status = LIGHT_BROKEN
|
|
update()
|
|
|
|
/obj/machinery/light/proc/fix()
|
|
if(status == LIGHT_OK)
|
|
return
|
|
status = LIGHT_OK
|
|
brightness = initial(brightness)
|
|
on = 1
|
|
update()
|
|
|
|
/obj/machinery/light/tesla_act(power, explosive = FALSE)
|
|
if(explosive)
|
|
explosion(src.loc,0,0,0,flame_range = 5, adminlog = 0)
|
|
qdel(src)
|
|
|
|
// called when area power state changes
|
|
/obj/machinery/light/power_change()
|
|
var/area/A = get_area(src)
|
|
seton(A.lightswitch && A.power_light)
|
|
|
|
// called when on fire
|
|
|
|
/obj/machinery/light/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
|
|
if(prob(max(0, exposed_temperature - 673))) //0% at <400C, 100% at >500C
|
|
break_light_tube()
|
|
|
|
// explode the light
|
|
|
|
/obj/machinery/light/proc/explode()
|
|
set waitfor = 0
|
|
var/turf/T = get_turf(src.loc)
|
|
break_light_tube() // break it first to give a warning
|
|
sleep(2)
|
|
explosion(T, 0, 0, 2, 2)
|
|
sleep(1)
|
|
qdel(src)
|
|
|
|
// the light item
|
|
// can be tube or bulb subtypes
|
|
// will fit into empty /obj/machinery/light of the corresponding type
|
|
|
|
/obj/item/weapon/light
|
|
icon = 'icons/obj/lighting.dmi'
|
|
force = 2
|
|
throwforce = 5
|
|
w_class = WEIGHT_CLASS_TINY
|
|
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
|
var/base_state
|
|
var/switchcount = 0 // number of times switched
|
|
materials = list(MAT_GLASS=100)
|
|
var/rigged = 0 // true if rigged to explode
|
|
var/brightness = 2 //how much light it gives off
|
|
|
|
/obj/item/weapon/light/tube
|
|
name = "light tube"
|
|
desc = "A replacement light tube."
|
|
icon_state = "ltube"
|
|
base_state = "ltube"
|
|
item_state = "c_tube"
|
|
brightness = 8
|
|
|
|
/obj/item/weapon/light/bulb
|
|
name = "light bulb"
|
|
desc = "A replacement light bulb."
|
|
icon_state = "lbulb"
|
|
base_state = "lbulb"
|
|
item_state = "contvapour"
|
|
brightness = 4
|
|
|
|
/obj/item/weapon/light/throw_impact(atom/hit_atom)
|
|
if(!..()) //not caught by a mob
|
|
shatter()
|
|
|
|
// update the icon state and description of the light
|
|
|
|
/obj/item/weapon/light/proc/update()
|
|
switch(status)
|
|
if(LIGHT_OK)
|
|
icon_state = base_state
|
|
desc = "A replacement [name]."
|
|
if(LIGHT_BURNED)
|
|
icon_state = "[base_state]-burned"
|
|
desc = "A burnt-out [name]."
|
|
if(LIGHT_BROKEN)
|
|
icon_state = "[base_state]-broken"
|
|
desc = "A broken [name]."
|
|
|
|
|
|
/obj/item/weapon/light/New()
|
|
..()
|
|
update()
|
|
|
|
|
|
// attack bulb/tube with object
|
|
// if a syringe, can inject plasma to make it explode
|
|
/obj/item/weapon/light/attackby(obj/item/I, mob/user, params)
|
|
..()
|
|
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
|
var/obj/item/weapon/reagent_containers/syringe/S = I
|
|
|
|
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
|
|
|
|
if(S.reagents.has_reagent("plasma", 5))
|
|
|
|
rigged = 1
|
|
|
|
S.reagents.clear_reagents()
|
|
else
|
|
..()
|
|
return
|
|
|
|
/obj/item/weapon/light/attack(mob/living/M, mob/living/user, def_zone)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/attack_obj(obj/O, mob/living/user)
|
|
..()
|
|
shatter()
|
|
|
|
/obj/item/weapon/light/proc/shatter()
|
|
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
|
src.visible_message("<span class='danger'>[name] shatters.</span>","<span class='italics'>You hear a small glass object shatter.</span>")
|
|
status = LIGHT_BROKEN
|
|
force = 5
|
|
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
|
update()
|
|
|
|
|
|
/obj/machinery/light/floor
|
|
name = "floor light"
|
|
icon = 'icons/obj/lighting.dmi'
|
|
base_state = "floor" // base description and icon_state
|
|
icon_state = "floor1"
|
|
brightness = 4
|
|
layer = 2.5
|
|
light_type = /obj/item/weapon/light/bulb
|
|
fitting = "bulb"
|