@@ -1,66 +1,66 @@
|
||||
/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 = WEIGHT_CLASS_SMALL
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
materials = list(MAT_METAL=50, MAT_GLASS=20)
|
||||
actions_types = list(/datum/action/item_action/toggle_light)
|
||||
var/on = 0
|
||||
var/brightness_on = 4 //range of light when on
|
||||
/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 = WEIGHT_CLASS_SMALL
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
materials = list(MAT_METAL=50, MAT_GLASS=20)
|
||||
actions_types = list(/datum/action/item_action/toggle_light)
|
||||
var/on = 0
|
||||
var/brightness_on = 4 //range of light when on
|
||||
var/flashlight_power = 1 //strength of the light when on
|
||||
|
||||
/obj/item/device/flashlight/Initialize()
|
||||
..()
|
||||
update_brightness()
|
||||
|
||||
/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
|
||||
if(on)
|
||||
icon_state = "[initial(icon_state)]-on"
|
||||
if(flashlight_power)
|
||||
set_light(l_range = brightness_on, l_power = flashlight_power)
|
||||
else
|
||||
set_light(brightness_on)
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
set_light(0)
|
||||
|
||||
/obj/item/device/flashlight/attack_self(mob/user)
|
||||
on = !on
|
||||
update_brightness(user)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/device/flashlight/Initialize()
|
||||
..()
|
||||
update_brightness()
|
||||
|
||||
/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
|
||||
if(on)
|
||||
icon_state = "[initial(icon_state)]-on"
|
||||
if(flashlight_power)
|
||||
set_light(l_range = brightness_on, l_power = flashlight_power)
|
||||
else
|
||||
set_light(brightness_on)
|
||||
else
|
||||
icon_state = initial(icon_state)
|
||||
set_light(0)
|
||||
|
||||
/obj/item/device/flashlight/attack_self(mob/user)
|
||||
on = !on
|
||||
update_brightness(user)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
return 1
|
||||
|
||||
/obj/item/device/flashlight/suicide_act(mob/living/carbon/human/user)
|
||||
user.visible_message("<span class='suicide'>[user] is putting [src] close to [user.p_their()] eyes and turning it on! It looks like [user.p_theyre()] trying to commit suicide!</span>")
|
||||
return (FIRELOSS)
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/device/flashlight/attack(mob/living/carbon/M, mob/living/carbon/human/user)
|
||||
add_fingerprint(user)
|
||||
add_fingerprint(user)
|
||||
if(istype(M) && on && user.zone_selected in list("eyes", "mouth"))
|
||||
|
||||
if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
|
||||
return ..() //just hit them in the head
|
||||
|
||||
if(!user.IsAdvancedToolUser())
|
||||
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
||||
return
|
||||
|
||||
|
||||
if((user.disabilities & CLUMSY || user.getBrainLoss() >= 60) && prob(50)) //too dumb to use flashlight properly
|
||||
return ..() //just hit them in the head
|
||||
|
||||
if(!user.IsAdvancedToolUser())
|
||||
to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
|
||||
return
|
||||
|
||||
if(!M.get_bodypart("head"))
|
||||
to_chat(user, "<span class='warning'>[M] doesn't have a head!</span>")
|
||||
return
|
||||
|
||||
return
|
||||
|
||||
if(flashlight_power < 1)
|
||||
to_chat(user, "<span class='warning'>\The [src] isn't bright enough to see anything!</span> ")
|
||||
return
|
||||
|
||||
|
||||
switch(user.zone_selected)
|
||||
if("eyes")
|
||||
if((M.head && M.head.flags_cover & HEADCOVERSEYES) || (M.wear_mask && M.wear_mask.flags_cover & MASKCOVERSEYES) || (M.glasses && M.glasses.flags_cover & GLASSESCOVERSEYES))
|
||||
@@ -152,366 +152,366 @@
|
||||
if(pill_count)
|
||||
to_chat(user, "<span class='notice'>[M] has [pill_count] pill[pill_count > 1 ? "s" : ""] implanted in [their] teeth.")
|
||||
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/device/flashlight/pen
|
||||
name = "penlight"
|
||||
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
|
||||
icon_state = "penlight"
|
||||
item_state = ""
|
||||
flags = CONDUCT
|
||||
brightness_on = 2
|
||||
var/holo_cooldown = 0
|
||||
|
||||
/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
|
||||
if(!proximity_flag)
|
||||
if(holo_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
|
||||
return
|
||||
var/T = get_turf(target)
|
||||
if(locate(/mob/living) in T)
|
||||
else
|
||||
return ..()
|
||||
|
||||
/obj/item/device/flashlight/pen
|
||||
name = "penlight"
|
||||
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
|
||||
icon_state = "penlight"
|
||||
item_state = ""
|
||||
flags = CONDUCT
|
||||
brightness_on = 2
|
||||
var/holo_cooldown = 0
|
||||
|
||||
/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
|
||||
if(!proximity_flag)
|
||||
if(holo_cooldown > world.time)
|
||||
to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
|
||||
return
|
||||
var/T = get_turf(target)
|
||||
if(locate(/mob/living) in T)
|
||||
new /obj/effect/temp_visual/medical_holosign(T,user) //produce a holographic glow
|
||||
holo_cooldown = world.time + 100
|
||||
return
|
||||
..()
|
||||
|
||||
holo_cooldown = world.time + 100
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/effect/temp_visual/medical_holosign
|
||||
name = "medical holosign"
|
||||
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
|
||||
icon_state = "medi_holo"
|
||||
duration = 30
|
||||
|
||||
name = "medical holosign"
|
||||
desc = "A small holographic glow that indicates a medic is coming to treat a patient."
|
||||
icon_state = "medi_holo"
|
||||
duration = 30
|
||||
|
||||
/obj/effect/temp_visual/medical_holosign/Initialize(mapload, creator)
|
||||
. = ..()
|
||||
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
|
||||
if(creator)
|
||||
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
|
||||
|
||||
|
||||
/obj/item/device/flashlight/seclite
|
||||
name = "seclite"
|
||||
desc = "A robust flashlight used by security."
|
||||
icon_state = "seclite"
|
||||
item_state = "seclite"
|
||||
force = 9 // Not as good as a stun baton.
|
||||
brightness_on = 5 // A little better than the standard flashlight.
|
||||
hitsound = 'sound/weapons/genhit1.ogg'
|
||||
|
||||
// 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 = WEIGHT_CLASS_BULKY
|
||||
flags = CONDUCT
|
||||
materials = list()
|
||||
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"
|
||||
|
||||
|
||||
|
||||
/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)
|
||||
|
||||
//Bananalamp
|
||||
/obj/item/device/flashlight/lamp/bananalamp
|
||||
name = "banana lamp"
|
||||
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
|
||||
icon_state = "bananalamp"
|
||||
item_state = "bananalamp"
|
||||
|
||||
// FLARES
|
||||
|
||||
/obj/item/device/flashlight/flare
|
||||
name = "flare"
|
||||
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 7 // Pretty bright.
|
||||
icon_state = "flare"
|
||||
item_state = "flare"
|
||||
actions_types = list()
|
||||
var/fuel = 0
|
||||
var/on_damage = 7
|
||||
var/produce_heat = 1500
|
||||
heat = 1000
|
||||
light_color = LIGHT_COLOR_FLARE
|
||||
|
||||
/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()
|
||||
open_flame(heat)
|
||||
fuel = max(fuel - 1, 0)
|
||||
if(!fuel || !on)
|
||||
turn_off()
|
||||
if(!fuel)
|
||||
icon_state = "[initial(icon_state)]-empty"
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
|
||||
if(fuel && on)
|
||||
. = "<span class='notice'>[user] lights [A] with [src] like a real \
|
||||
badass.</span>"
|
||||
else
|
||||
. = ""
|
||||
|
||||
/obj/item/device/flashlight/flare/proc/turn_off()
|
||||
on = 0
|
||||
force = initial(src.force)
|
||||
damtype = initial(src.damtype)
|
||||
if(ismob(loc))
|
||||
var/mob/U = loc
|
||||
update_brightness(U)
|
||||
else
|
||||
update_brightness(null)
|
||||
|
||||
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
|
||||
..()
|
||||
if(on)
|
||||
item_state = "[initial(item_state)]-on"
|
||||
else
|
||||
item_state = "[initial(item_state)]"
|
||||
|
||||
/obj/item/device/flashlight/flare/attack_self(mob/user)
|
||||
|
||||
// Usual checks
|
||||
if(!fuel)
|
||||
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
|
||||
return
|
||||
if(on)
|
||||
to_chat(user, "<span class='notice'>[src] is already on.</span>")
|
||||
return
|
||||
|
||||
. = ..()
|
||||
// All good, turn it on.
|
||||
if(.)
|
||||
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
|
||||
force = on_damage
|
||||
damtype = "fire"
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/flare/is_hot()
|
||||
return on * heat
|
||||
|
||||
/obj/item/device/flashlight/flare/torch
|
||||
name = "torch"
|
||||
desc = "A torch fashioned from some leaves and a log."
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
brightness_on = 4
|
||||
icon_state = "torch"
|
||||
item_state = "torch"
|
||||
on_damage = 10
|
||||
slot_flags = null
|
||||
|
||||
/obj/item/device/flashlight/lantern
|
||||
name = "lantern"
|
||||
icon_state = "lantern"
|
||||
item_state = "lantern"
|
||||
desc = "A mining lantern."
|
||||
brightness_on = 6 // luminosity when on
|
||||
|
||||
|
||||
/obj/item/device/flashlight/slime
|
||||
gender = PLURAL
|
||||
name = "glowing slime extract"
|
||||
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "slime"
|
||||
item_state = "slime"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
slot_flags = SLOT_BELT
|
||||
materials = list()
|
||||
brightness_on = 6 //luminosity when on
|
||||
|
||||
/obj/item/device/flashlight/emp
|
||||
origin_tech = "magnets=3;syndicate=1"
|
||||
var/emp_max_charges = 4
|
||||
var/emp_cur_charges = 4
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
/obj/item/device/flashlight/emp/New()
|
||||
..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/emp/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/emp/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 10)
|
||||
return FALSE
|
||||
charge_tick = 0
|
||||
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
|
||||
return TRUE
|
||||
|
||||
/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
|
||||
playsound(loc, 'sound/machines/ping.ogg', 50, 0) //make some noise!
|
||||
if(creator)
|
||||
visible_message("<span class='danger'>[creator] created a medical hologram!</span>")
|
||||
|
||||
|
||||
/obj/item/device/flashlight/seclite
|
||||
name = "seclite"
|
||||
desc = "A robust flashlight used by security."
|
||||
icon_state = "seclite"
|
||||
item_state = "seclite"
|
||||
force = 9 // Not as good as a stun baton.
|
||||
brightness_on = 5 // A little better than the standard flashlight.
|
||||
hitsound = 'sound/weapons/genhit1.ogg'
|
||||
|
||||
// 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 = WEIGHT_CLASS_BULKY
|
||||
flags = CONDUCT
|
||||
materials = list()
|
||||
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"
|
||||
|
||||
|
||||
|
||||
/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)
|
||||
|
||||
//Bananalamp
|
||||
/obj/item/device/flashlight/lamp/bananalamp
|
||||
name = "banana lamp"
|
||||
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
|
||||
icon_state = "bananalamp"
|
||||
item_state = "bananalamp"
|
||||
|
||||
// FLARES
|
||||
|
||||
/obj/item/device/flashlight/flare
|
||||
name = "flare"
|
||||
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 7 // Pretty bright.
|
||||
icon_state = "flare"
|
||||
item_state = "flare"
|
||||
actions_types = list()
|
||||
var/fuel = 0
|
||||
var/on_damage = 7
|
||||
var/produce_heat = 1500
|
||||
heat = 1000
|
||||
light_color = LIGHT_COLOR_FLARE
|
||||
|
||||
/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()
|
||||
open_flame(heat)
|
||||
fuel = max(fuel - 1, 0)
|
||||
if(!fuel || !on)
|
||||
turn_off()
|
||||
if(!fuel)
|
||||
icon_state = "[initial(icon_state)]-empty"
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
|
||||
if(fuel && on)
|
||||
. = "<span class='notice'>[user] lights [A] with [src] like a real \
|
||||
badass.</span>"
|
||||
else
|
||||
. = ""
|
||||
|
||||
/obj/item/device/flashlight/flare/proc/turn_off()
|
||||
on = 0
|
||||
force = initial(src.force)
|
||||
damtype = initial(src.damtype)
|
||||
if(ismob(loc))
|
||||
var/mob/U = loc
|
||||
update_brightness(U)
|
||||
else
|
||||
update_brightness(null)
|
||||
|
||||
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
|
||||
..()
|
||||
if(on)
|
||||
item_state = "[initial(item_state)]-on"
|
||||
else
|
||||
item_state = "[initial(item_state)]"
|
||||
|
||||
/obj/item/device/flashlight/flare/attack_self(mob/user)
|
||||
|
||||
// Usual checks
|
||||
if(!fuel)
|
||||
to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
|
||||
return
|
||||
if(on)
|
||||
to_chat(user, "<span class='notice'>[src] is already on.</span>")
|
||||
return
|
||||
|
||||
. = ..()
|
||||
// All good, turn it on.
|
||||
if(.)
|
||||
user.visible_message("<span class='notice'>[user] lights \the [src].</span>", "<span class='notice'>You light \the [src]!</span>")
|
||||
force = on_damage
|
||||
damtype = "fire"
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/flare/is_hot()
|
||||
return on * heat
|
||||
|
||||
/obj/item/device/flashlight/flare/torch
|
||||
name = "torch"
|
||||
desc = "A torch fashioned from some leaves and a log."
|
||||
w_class = WEIGHT_CLASS_BULKY
|
||||
brightness_on = 4
|
||||
icon_state = "torch"
|
||||
item_state = "torch"
|
||||
on_damage = 10
|
||||
slot_flags = null
|
||||
|
||||
/obj/item/device/flashlight/lantern
|
||||
name = "lantern"
|
||||
icon_state = "lantern"
|
||||
item_state = "lantern"
|
||||
desc = "A mining lantern."
|
||||
brightness_on = 6 // luminosity when on
|
||||
|
||||
|
||||
/obj/item/device/flashlight/slime
|
||||
gender = PLURAL
|
||||
name = "glowing slime extract"
|
||||
desc = "Extract from a yellow slime. It emits a strong light when squeezed."
|
||||
icon = 'icons/obj/lighting.dmi'
|
||||
icon_state = "slime"
|
||||
item_state = "slime"
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
slot_flags = SLOT_BELT
|
||||
materials = list()
|
||||
brightness_on = 6 //luminosity when on
|
||||
|
||||
/obj/item/device/flashlight/emp
|
||||
origin_tech = "magnets=3;syndicate=1"
|
||||
var/emp_max_charges = 4
|
||||
var/emp_cur_charges = 4
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
/obj/item/device/flashlight/emp/New()
|
||||
..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/emp/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/emp/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 10)
|
||||
return FALSE
|
||||
charge_tick = 0
|
||||
emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
|
||||
return TRUE
|
||||
|
||||
/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
|
||||
if(on && user.zone_selected in list("eyes", "mouth")) // call original attack when examining organs
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/device/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
|
||||
if(!proximity)
|
||||
return
|
||||
|
||||
if(emp_cur_charges > 0)
|
||||
emp_cur_charges -= 1
|
||||
|
||||
if(ismob(A))
|
||||
var/mob/M = A
|
||||
add_logs(user, M, "attacked", "EMP-light")
|
||||
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
|
||||
"<span class='userdanger'>[user] blinks \the [src] at you.")
|
||||
else
|
||||
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
|
||||
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
|
||||
A.emp_act(1)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
|
||||
return
|
||||
|
||||
// Glowsticks, in the uncomfortable range of similar to flares,
|
||||
// but not similar enough to make it worth a refactor
|
||||
/obj/item/device/flashlight/glowstick
|
||||
name = "glowstick"
|
||||
desc = "A military-grade glowstick."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 4
|
||||
color = LIGHT_COLOR_GREEN
|
||||
icon_state = "glowstick"
|
||||
item_state = "glowstick"
|
||||
var/fuel = 0
|
||||
|
||||
/obj/item/device/flashlight/glowstick/Initialize()
|
||||
fuel = rand(1600, 2000)
|
||||
light_color = color
|
||||
..()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/process()
|
||||
fuel = max(fuel - 1, 0)
|
||||
if(!fuel)
|
||||
turn_off()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/proc/turn_off()
|
||||
on = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/update_icon()
|
||||
item_state = "glowstick"
|
||||
overlays.Cut()
|
||||
if(!fuel)
|
||||
icon_state = "glowstick-empty"
|
||||
cut_overlays()
|
||||
set_light(0)
|
||||
else if(on)
|
||||
..()
|
||||
return
|
||||
|
||||
/obj/item/device/flashlight/emp/afterattack(atom/movable/A, mob/user, proximity)
|
||||
if(!proximity)
|
||||
return
|
||||
|
||||
if(emp_cur_charges > 0)
|
||||
emp_cur_charges -= 1
|
||||
|
||||
if(ismob(A))
|
||||
var/mob/M = A
|
||||
add_logs(user, M, "attacked", "EMP-light")
|
||||
M.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].", \
|
||||
"<span class='userdanger'>[user] blinks \the [src] at you.")
|
||||
else
|
||||
A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
|
||||
to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
|
||||
A.emp_act(1)
|
||||
else
|
||||
to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
|
||||
return
|
||||
|
||||
// Glowsticks, in the uncomfortable range of similar to flares,
|
||||
// but not similar enough to make it worth a refactor
|
||||
/obj/item/device/flashlight/glowstick
|
||||
name = "glowstick"
|
||||
desc = "A military-grade glowstick."
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
brightness_on = 4
|
||||
color = LIGHT_COLOR_GREEN
|
||||
icon_state = "glowstick"
|
||||
item_state = "glowstick"
|
||||
var/fuel = 0
|
||||
|
||||
/obj/item/device/flashlight/glowstick/Initialize()
|
||||
fuel = rand(1600, 2000)
|
||||
light_color = color
|
||||
..()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/process()
|
||||
fuel = max(fuel - 1, 0)
|
||||
if(!fuel)
|
||||
turn_off()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/proc/turn_off()
|
||||
on = 0
|
||||
update_icon()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/update_icon()
|
||||
item_state = "glowstick"
|
||||
overlays.Cut()
|
||||
if(!fuel)
|
||||
icon_state = "glowstick-empty"
|
||||
cut_overlays()
|
||||
set_light(0)
|
||||
else if(on)
|
||||
var/mutable_appearance/glowstick_overlay = mutable_appearance(icon, "glowstick-glow")
|
||||
glowstick_overlay.color = color
|
||||
add_overlay(glowstick_overlay)
|
||||
item_state = "glowstick-on"
|
||||
set_light(brightness_on)
|
||||
else
|
||||
icon_state = "glowstick"
|
||||
cut_overlays()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/attack_self(mob/user)
|
||||
if(!fuel)
|
||||
to_chat(user, "<span class='notice'>[src] is spent.</span>")
|
||||
return
|
||||
if(on)
|
||||
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
|
||||
return
|
||||
|
||||
. = ..()
|
||||
if(.)
|
||||
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
|
||||
activate()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/proc/activate()
|
||||
if(!on)
|
||||
on = TRUE
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/glowstick/red
|
||||
name = "red glowstick"
|
||||
color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/device/flashlight/glowstick/blue
|
||||
name = "blue glowstick"
|
||||
color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/device/flashlight/glowstick/cyan
|
||||
name = "cyan glowstick"
|
||||
color = LIGHT_COLOR_CYAN
|
||||
|
||||
/obj/item/device/flashlight/glowstick/orange
|
||||
name = "orange glowstick"
|
||||
color = LIGHT_COLOR_ORANGE
|
||||
|
||||
/obj/item/device/flashlight/glowstick/yellow
|
||||
name = "yellow glowstick"
|
||||
color = LIGHT_COLOR_YELLOW
|
||||
|
||||
/obj/item/device/flashlight/glowstick/pink
|
||||
name = "pink glowstick"
|
||||
color = LIGHT_COLOR_PINK
|
||||
|
||||
/obj/item/device/flashlight/glowstick/random
|
||||
name = "random colored glowstick"
|
||||
|
||||
/obj/item/device/flashlight/glowstick/random/Initialize()
|
||||
var/list/glowtypes = typesof(/obj/item/device/flashlight/glowstick)
|
||||
glowtypes -= /obj/item/device/flashlight/glowstick/random
|
||||
|
||||
var/obj/item/device/flashlight/glowstick/glowtype = pick(glowtypes)
|
||||
|
||||
name = initial(glowtype.name)
|
||||
color = initial(glowtype.color)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/spotlight //invisible lighting source
|
||||
item_state = "glowstick-on"
|
||||
set_light(brightness_on)
|
||||
else
|
||||
icon_state = "glowstick"
|
||||
cut_overlays()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/attack_self(mob/user)
|
||||
if(!fuel)
|
||||
to_chat(user, "<span class='notice'>[src] is spent.</span>")
|
||||
return
|
||||
if(on)
|
||||
to_chat(user, "<span class='notice'>[src] is already lit.</span>")
|
||||
return
|
||||
|
||||
. = ..()
|
||||
if(.)
|
||||
user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
|
||||
activate()
|
||||
|
||||
/obj/item/device/flashlight/glowstick/proc/activate()
|
||||
if(!on)
|
||||
on = TRUE
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/device/flashlight/glowstick/red
|
||||
name = "red glowstick"
|
||||
color = LIGHT_COLOR_RED
|
||||
|
||||
/obj/item/device/flashlight/glowstick/blue
|
||||
name = "blue glowstick"
|
||||
color = LIGHT_COLOR_BLUE
|
||||
|
||||
/obj/item/device/flashlight/glowstick/cyan
|
||||
name = "cyan glowstick"
|
||||
color = LIGHT_COLOR_CYAN
|
||||
|
||||
/obj/item/device/flashlight/glowstick/orange
|
||||
name = "orange glowstick"
|
||||
color = LIGHT_COLOR_ORANGE
|
||||
|
||||
/obj/item/device/flashlight/glowstick/yellow
|
||||
name = "yellow glowstick"
|
||||
color = LIGHT_COLOR_YELLOW
|
||||
|
||||
/obj/item/device/flashlight/glowstick/pink
|
||||
name = "pink glowstick"
|
||||
color = LIGHT_COLOR_PINK
|
||||
|
||||
/obj/item/device/flashlight/glowstick/random
|
||||
name = "random colored glowstick"
|
||||
|
||||
/obj/item/device/flashlight/glowstick/random/Initialize()
|
||||
var/list/glowtypes = typesof(/obj/item/device/flashlight/glowstick)
|
||||
glowtypes -= /obj/item/device/flashlight/glowstick/random
|
||||
|
||||
var/obj/item/device/flashlight/glowstick/glowtype = pick(glowtypes)
|
||||
|
||||
name = initial(glowtype.name)
|
||||
color = initial(glowtype.color)
|
||||
. = ..()
|
||||
|
||||
/obj/item/device/flashlight/spotlight //invisible lighting source
|
||||
name = "disco light"
|
||||
desc = "Groovy..."
|
||||
icon_state = null
|
||||
light_color = null
|
||||
brightness_on = 0
|
||||
light_range = 0
|
||||
light_power = 10
|
||||
alpha = 0
|
||||
layer = 0
|
||||
on = TRUE
|
||||
anchored = TRUE
|
||||
var/range = null
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
|
||||
/obj/item/device/flashlight/flashdark
|
||||
name = "flashdark"
|
||||
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
|
||||
icon_state = "flashdark"
|
||||
item_state = "flashdark"
|
||||
brightness_on = 2.5
|
||||
flashlight_power = -3
|
||||
icon_state = null
|
||||
light_color = null
|
||||
brightness_on = 0
|
||||
light_range = 0
|
||||
light_power = 10
|
||||
alpha = 0
|
||||
layer = 0
|
||||
on = TRUE
|
||||
anchored = TRUE
|
||||
var/range = null
|
||||
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
|
||||
|
||||
/obj/item/device/flashlight/flashdark
|
||||
name = "flashdark"
|
||||
desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
|
||||
icon_state = "flashdark"
|
||||
item_state = "flashdark"
|
||||
brightness_on = 2.5
|
||||
flashlight_power = -3
|
||||
|
||||
/obj/item/device/flashlight/eyelight
|
||||
name = "eyelight"
|
||||
|
||||
Reference in New Issue
Block a user