initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
@@ -0,0 +1,638 @@
|
||||
// The lighting system
|
||||
//
|
||||
// consists of light fixtures (/obj/machinery/light) and light tube/bulb items (/obj/item/weapon/light)
|
||||
|
||||
|
||||
// status values shared between lighting fixtures and items
|
||||
#define LIGHT_OK 0
|
||||
#define LIGHT_EMPTY 1
|
||||
#define LIGHT_BROKEN 2
|
||||
#define LIGHT_BURNED 3
|
||||
|
||||
|
||||
|
||||
/obj/item/wallframe/light_fixture
|
||||
name = "light fixture frame"
|
||||
desc = "Used for building lights."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-item"
|
||||
result_path = /obj/machinery/light_construct
|
||||
inverse = 1
|
||||
|
||||
/obj/item/wallframe/light_fixture/small
|
||||
name = "small light fixture frame"
|
||||
icon_state = "bulb-construct-item"
|
||||
result_path = /obj/machinery/light_construct/small
|
||||
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
|
||||
|
||||
|
||||
/obj/machinery/light_construct
|
||||
name = "light fixture frame"
|
||||
desc = "A light fixture under construction."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "tube-construct-stage1"
|
||||
anchored = 1
|
||||
layer = WALL_OBJ_LAYER
|
||||
var/stage = 1
|
||||
var/fixture_type = "tube"
|
||||
var/sheets_refunded = 2
|
||||
var/obj/machinery/light/newlight = null
|
||||
|
||||
/obj/machinery/light_construct/New(loc, ndir, building)
|
||||
..()
|
||||
if(building)
|
||||
setDir(ndir)
|
||||
|
||||
/obj/machinery/light_construct/examine(mob/user)
|
||||
..()
|
||||
switch(src.stage)
|
||||
if(1)
|
||||
user << "It's an empty frame."
|
||||
if(2)
|
||||
user << "It's wired."
|
||||
if(3)
|
||||
user << "The casing is closed."
|
||||
|
||||
/obj/machinery/light_construct/attackby(obj/item/weapon/W, mob/user, params)
|
||||
add_fingerprint(user)
|
||||
switch(stage)
|
||||
if(1)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
playsound(src.loc, 'sound/items/Ratchet.ogg', 75, 1)
|
||||
usr << "<span class='notice'>You begin deconstructing [src]...</span>"
|
||||
if (!do_after(usr, 30/W.toolspeed, target = src))
|
||||
return
|
||||
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
|
||||
user.visible_message("[user.name] deconstructs [src].", \
|
||||
"<span class='notice'>You deconstruct [src].</span>", "<span class='italics'>You hear a ratchet.</span>")
|
||||
playsound(src.loc, 'sound/items/Deconstruct.ogg', 75, 1)
|
||||
qdel(src)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/stack/cable_coil))
|
||||
var/obj/item/stack/cable_coil/coil = W
|
||||
if(coil.use(1))
|
||||
switch(fixture_type)
|
||||
if ("tube")
|
||||
icon_state = "tube-construct-stage2"
|
||||
if("bulb")
|
||||
icon_state = "bulb-construct-stage2"
|
||||
stage = 2
|
||||
user.visible_message("[user.name] adds wires to [src].", \
|
||||
"<span class='notice'>You add wires to [src].</span>")
|
||||
else
|
||||
user << "<span class='warning'>You need one length of cable to wire [src]!</span>"
|
||||
return
|
||||
if(2)
|
||||
if(istype(W, /obj/item/weapon/wrench))
|
||||
usr << "<span class='warning'>You have to remove the wires first!</span>"
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/wirecutters))
|
||||
stage = 1
|
||||
switch(fixture_type)
|
||||
if ("tube")
|
||||
icon_state = "tube-construct-stage1"
|
||||
if("bulb")
|
||||
icon_state = "bulb-construct-stage1"
|
||||
new /obj/item/stack/cable_coil(get_turf(loc), 1, "red")
|
||||
user.visible_message("[user.name] removes the wiring from [src].", \
|
||||
"<span class='notice'>You remove the wiring from [src].</span>", "<span class='italics'>You hear clicking.</span>")
|
||||
playsound(loc, 'sound/items/Wirecutter.ogg', 100, 1)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
user.visible_message("[user.name] closes [src]'s casing.", \
|
||||
"<span class='notice'>You close [src]'s casing.</span>", "<span class='italics'>You hear screwing.</span>")
|
||||
playsound(loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
switch(fixture_type)
|
||||
if("tube")
|
||||
newlight = new /obj/machinery/light/built(loc)
|
||||
if ("bulb")
|
||||
newlight = new /obj/machinery/light/small/built(loc)
|
||||
newlight.setDir(dir)
|
||||
transfer_fingerprints_to(newlight)
|
||||
qdel(src)
|
||||
return
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/machinery/light_construct/small
|
||||
name = "small light fixture frame"
|
||||
icon_state = "bulb-construct-stage1"
|
||||
fixture_type = "bulb"
|
||||
sheets_refunded = 1
|
||||
|
||||
// the standard tube light fixture
|
||||
/obj/machinery/light
|
||||
name = "light fixture"
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
var/base_state = "tube" // base description and icon_state
|
||||
icon_state = "tube1"
|
||||
desc = "A lighting fixture."
|
||||
anchored = 1
|
||||
layer = WALL_OBJ_LAYER
|
||||
use_power = 2
|
||||
idle_power_usage = 2
|
||||
active_power_usage = 20
|
||||
power_channel = LIGHT //Lights are calc'd via area so they dont need to be in the machine list
|
||||
var/on = 0 // 1 if on, 0 if off
|
||||
var/on_gs = 0
|
||||
var/static_power_used = 0
|
||||
var/brightness = 8 // luminosity when on, also used in power calculation
|
||||
var/status = LIGHT_OK // LIGHT_OK, _EMPTY, _BURNED or _BROKEN
|
||||
var/flickering = 0
|
||||
var/light_type = /obj/item/weapon/light/tube // the type of light item
|
||||
var/fitting = "tube"
|
||||
var/switchcount = 0 // count of number of times switched on/off
|
||||
// this is used to calc the probability the light burns out
|
||||
|
||||
var/rigged = 0 // true if rigged to explode
|
||||
var/health = 20
|
||||
|
||||
// the smaller bulb light fixture
|
||||
|
||||
/obj/machinery/light/small
|
||||
icon_state = "bulb1"
|
||||
base_state = "bulb"
|
||||
fitting = "bulb"
|
||||
brightness = 4
|
||||
desc = "A small lighting fixture."
|
||||
light_type = /obj/item/weapon/light/bulb
|
||||
health = 15
|
||||
|
||||
|
||||
/obj/machinery/light/Move()
|
||||
if(status != LIGHT_BROKEN)
|
||||
broken(1)
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/built/New()
|
||||
status = LIGHT_EMPTY
|
||||
update(0)
|
||||
..()
|
||||
|
||||
/obj/machinery/light/small/built/New()
|
||||
status = LIGHT_EMPTY
|
||||
update(0)
|
||||
..()
|
||||
|
||||
|
||||
// create a new lighting fixture
|
||||
/obj/machinery/light/New()
|
||||
..()
|
||||
spawn(2)
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
brightness = 8
|
||||
if(prob(2))
|
||||
broken(1)
|
||||
if("bulb")
|
||||
brightness = 4
|
||||
if(prob(5))
|
||||
broken(1)
|
||||
spawn(1)
|
||||
update(0)
|
||||
|
||||
/obj/machinery/light/Destroy()
|
||||
var/area/A = get_area(src)
|
||||
if(A)
|
||||
on = 0
|
||||
// A.update_lights()
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/update_icon()
|
||||
|
||||
switch(status) // set icon_states
|
||||
if(LIGHT_OK)
|
||||
icon_state = "[base_state][on]"
|
||||
if(LIGHT_EMPTY)
|
||||
icon_state = "[base_state]-empty"
|
||||
on = 0
|
||||
if(LIGHT_BURNED)
|
||||
icon_state = "[base_state]-burned"
|
||||
on = 0
|
||||
if(LIGHT_BROKEN)
|
||||
icon_state = "[base_state]-broken"
|
||||
on = 0
|
||||
return
|
||||
|
||||
// update the icon_state and luminosity of the light depending on its state
|
||||
/obj/machinery/light/proc/update(trigger = 1)
|
||||
|
||||
update_icon()
|
||||
if(on)
|
||||
if(!light || light.luminosity != brightness)
|
||||
switchcount++
|
||||
if(rigged)
|
||||
if(status == LIGHT_OK && trigger)
|
||||
explode()
|
||||
else if( prob( min(60, switchcount*switchcount*0.01) ) )
|
||||
if(status == LIGHT_OK && trigger)
|
||||
status = LIGHT_BURNED
|
||||
icon_state = "[base_state]-burned"
|
||||
on = 0
|
||||
SetLuminosity(0)
|
||||
else
|
||||
use_power = 2
|
||||
SetLuminosity(brightness)
|
||||
else
|
||||
use_power = 1
|
||||
SetLuminosity(0)
|
||||
|
||||
active_power_usage = (brightness * 10)
|
||||
if(on != on_gs)
|
||||
on_gs = on
|
||||
if(on)
|
||||
static_power_used = brightness * 20 //20W per unit luminosity
|
||||
addStaticPower(static_power_used, STATIC_LIGHT)
|
||||
else
|
||||
removeStaticPower(static_power_used, STATIC_LIGHT)
|
||||
|
||||
|
||||
// attempt to set the light's on/off status
|
||||
// will not switch on if broken/burned/empty
|
||||
/obj/machinery/light/proc/seton(s)
|
||||
on = (s && status == LIGHT_OK)
|
||||
update()
|
||||
|
||||
// examine verb
|
||||
/obj/machinery/light/examine(mob/user)
|
||||
..()
|
||||
switch(status)
|
||||
if(LIGHT_OK)
|
||||
user << "It is turned [on? "on" : "off"]."
|
||||
if(LIGHT_EMPTY)
|
||||
user << "The [fitting] has been removed."
|
||||
if(LIGHT_BURNED)
|
||||
user << "The [fitting] is burnt out."
|
||||
if(LIGHT_BROKEN)
|
||||
user << "The [fitting] has been smashed."
|
||||
|
||||
|
||||
|
||||
// attack with item - insert light (if right type), otherwise try to break the light
|
||||
|
||||
/obj/machinery/light/attackby(obj/item/W, mob/living/user, params)
|
||||
|
||||
//Light replacer code
|
||||
if(istype(W, /obj/item/device/lightreplacer))
|
||||
var/obj/item/device/lightreplacer/LR = W
|
||||
LR.ReplaceLight(src, user)
|
||||
|
||||
// attempt to insert light
|
||||
else if(istype(W, /obj/item/weapon/light))
|
||||
if(status != LIGHT_EMPTY)
|
||||
user << "<span class='warning'>There is a [fitting] already inserted!</span>"
|
||||
else
|
||||
src.add_fingerprint(user)
|
||||
var/obj/item/weapon/light/L = W
|
||||
if(istype(L, light_type))
|
||||
if(!user.drop_item())
|
||||
return
|
||||
status = L.status
|
||||
user << "<span class='notice'>You insert the [L.name].</span>"
|
||||
switchcount = L.switchcount
|
||||
rigged = L.rigged
|
||||
brightness = L.brightness
|
||||
on = has_power()
|
||||
update()
|
||||
|
||||
qdel(L)
|
||||
|
||||
if(on && rigged)
|
||||
explode()
|
||||
else
|
||||
user << "<span class='warning'>This type of light requires a [fitting]!</span>"
|
||||
|
||||
// attempt to stick weapon into light socket
|
||||
else if(status == LIGHT_EMPTY)
|
||||
if(istype(W, /obj/item/weapon/screwdriver)) //If it's a screwdriver open it.
|
||||
playsound(src.loc, 'sound/items/Screwdriver.ogg', 75, 1)
|
||||
user.visible_message("[user.name] opens [src]'s casing.", \
|
||||
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
|
||||
var/obj/machinery/light_construct/newlight = null
|
||||
switch(fitting)
|
||||
if("tube")
|
||||
newlight = new /obj/machinery/light_construct(src.loc)
|
||||
newlight.icon_state = "tube-construct-stage2"
|
||||
|
||||
if("bulb")
|
||||
newlight = new /obj/machinery/light_construct/small(src.loc)
|
||||
newlight.icon_state = "bulb-construct-stage2"
|
||||
newlight.setDir(src.dir)
|
||||
newlight.stage = 2
|
||||
transfer_fingerprints_to(newlight)
|
||||
qdel(src)
|
||||
else
|
||||
user << "<span class='userdanger'>You stick \the [W] into the light socket!</span>"
|
||||
if(has_power() && (W.flags & CONDUCT))
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
if (prob(75))
|
||||
electrocute_mob(user, get_area(src), src, rand(0.7,1.0))
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/machinery/light/attacked_by(obj/item/I, mob/living/user)
|
||||
..()
|
||||
if(status == LIGHT_BROKEN || status == LIGHT_EMPTY)
|
||||
if(on && (I.flags & CONDUCT))
|
||||
if(prob(12))
|
||||
electrocute_mob(user, get_area(src), src, 0.3)
|
||||
|
||||
/obj/machinery/light/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
|
||||
switch(damage_type)
|
||||
if(BRUTE)
|
||||
if(sound_effect)
|
||||
switch(status)
|
||||
if(LIGHT_EMPTY)
|
||||
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
|
||||
if(LIGHT_BROKEN)
|
||||
playsound(loc, 'sound/effects/hit_on_shattered_glass.ogg', 90, 1)
|
||||
else
|
||||
playsound(loc, 'sound/effects/Glasshit.ogg', 90, 1)
|
||||
if(BURN)
|
||||
if(sound_effect)
|
||||
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
|
||||
else
|
||||
return
|
||||
health -= damage
|
||||
if(health <= 0)
|
||||
broken()
|
||||
|
||||
|
||||
// returns whether this light has power
|
||||
// true if area has power and lightswitch is on
|
||||
/obj/machinery/light/proc/has_power()
|
||||
var/area/A = src.loc.loc
|
||||
return A.master.lightswitch && A.master.power_light
|
||||
|
||||
/obj/machinery/light/proc/flicker(var/amount = rand(10, 20))
|
||||
set waitfor = 0
|
||||
if(flickering) return
|
||||
flickering = 1
|
||||
if(on && status == LIGHT_OK)
|
||||
for(var/i = 0; i < amount; i++)
|
||||
if(status != LIGHT_OK) break
|
||||
on = !on
|
||||
update(0)
|
||||
sleep(rand(5, 15))
|
||||
on = (status == LIGHT_OK)
|
||||
update(0)
|
||||
flickering = 0
|
||||
|
||||
// ai attack - make lights flicker, because why not
|
||||
|
||||
/obj/machinery/light/attack_ai(mob/user)
|
||||
src.flicker(1)
|
||||
return
|
||||
|
||||
/obj/machinery/light/bullet_act(obj/item/projectile/P)
|
||||
. = ..()
|
||||
take_damage(P.damage, P.damage_type, 0)
|
||||
|
||||
/obj/machinery/light/hitby(AM as mob|obj)
|
||||
..()
|
||||
var/tforce = 0
|
||||
if(ismob(AM))
|
||||
tforce = 40
|
||||
else if(isobj(AM))
|
||||
var/obj/item/I = AM
|
||||
tforce = I.throwforce
|
||||
take_damage(tforce)
|
||||
|
||||
// attack with hand - remove tube/bulb
|
||||
// if hands aren't protected and the light is on, burn the player
|
||||
|
||||
/obj/machinery/light/attack_hand(mob/living/carbon/human/user)
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
add_fingerprint(user)
|
||||
|
||||
if(status == LIGHT_EMPTY)
|
||||
user << "There is no [fitting] in this light."
|
||||
return
|
||||
|
||||
// make it burn hands if not wearing fire-insulated gloves
|
||||
if(on)
|
||||
var/prot = 0
|
||||
var/mob/living/carbon/human/H = user
|
||||
|
||||
if(istype(H))
|
||||
|
||||
if(H.gloves)
|
||||
var/obj/item/clothing/gloves/G = H.gloves
|
||||
if(G.max_heat_protection_temperature)
|
||||
prot = (G.max_heat_protection_temperature > 360)
|
||||
else
|
||||
prot = 1
|
||||
|
||||
if(prot > 0)
|
||||
user << "<span class='notice'>You remove the light [fitting].</span>"
|
||||
else if(istype(user) && user.dna.check_mutation(TK))
|
||||
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
|
||||
else
|
||||
user << "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>"
|
||||
|
||||
var/obj/item/bodypart/affecting = H.get_bodypart("[user.hand ? "l" : "r" ]_arm")
|
||||
if(affecting && affecting.take_damage( 0, 5 )) // 5 burn damage
|
||||
H.update_damage_overlays(0)
|
||||
H.updatehealth()
|
||||
return // if burned, don't remove the light
|
||||
else
|
||||
user << "<span class='notice'>You 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 = 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.add_fingerprint(user)
|
||||
L.loc = loc
|
||||
|
||||
user.put_in_active_hand(L) //puts it in our active hand
|
||||
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
|
||||
/obj/machinery/light/attack_tk(mob/user)
|
||||
if(status == LIGHT_EMPTY)
|
||||
user << "There is no [fitting] in this light."
|
||||
return
|
||||
|
||||
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 = 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.add_fingerprint(user)
|
||||
L.loc = loc
|
||||
|
||||
status = LIGHT_EMPTY
|
||||
update()
|
||||
|
||||
// break the light and make sparks if was on
|
||||
|
||||
/obj/machinery/light/proc/broken(skip_sound_and_sparks = 0)
|
||||
if(status == LIGHT_EMPTY)
|
||||
return
|
||||
|
||||
if(!skip_sound_and_sparks)
|
||||
if(status == LIGHT_OK || status == LIGHT_BURNED)
|
||||
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
|
||||
if(on)
|
||||
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
|
||||
s.set_up(3, 1, src)
|
||||
s.start()
|
||||
status = LIGHT_BROKEN
|
||||
update()
|
||||
|
||||
/obj/machinery/light/proc/fix()
|
||||
if(status == LIGHT_OK)
|
||||
return
|
||||
status = LIGHT_OK
|
||||
brightness = initial(brightness)
|
||||
on = 1
|
||||
update()
|
||||
|
||||
// explosion effect
|
||||
// destroy the whole light fixture or just shatter it
|
||||
|
||||
/obj/machinery/light/ex_act(severity, target)
|
||||
..()
|
||||
if(!qdeleted(src))
|
||||
switch(severity)
|
||||
if(2)
|
||||
if(prob(50))
|
||||
broken()
|
||||
if(3)
|
||||
if(prob(25))
|
||||
broken()
|
||||
|
||||
// called when area power state changes
|
||||
/obj/machinery/light/power_change()
|
||||
var/area/A = get_area(src)
|
||||
A = A.master
|
||||
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
|
||||
broken()
|
||||
|
||||
// explode the light
|
||||
|
||||
/obj/machinery/light/proc/explode()
|
||||
set waitfor = 0
|
||||
var/turf/T = get_turf(src.loc)
|
||||
broken() // 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 = 1
|
||||
var/status = 0 // LIGHT_OK, LIGHT_BURNED or LIGHT_BROKEN
|
||||
var/base_state
|
||||
var/switchcount = 0 // number of times switched
|
||||
materials = list(MAT_METAL=60)
|
||||
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"
|
||||
materials = list(MAT_GLASS=100)
|
||||
brightness = 8
|
||||
|
||||
/obj/item/weapon/light/bulb
|
||||
name = "light bulb"
|
||||
desc = "A replacement light bulb."
|
||||
icon_state = "lbulb"
|
||||
base_state = "lbulb"
|
||||
item_state = "contvapour"
|
||||
materials = list(MAT_GLASS=100)
|
||||
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
|
||||
|
||||
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()
|
||||
Reference in New Issue
Block a user