12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
This commit is contained in:
@@ -4,7 +4,7 @@
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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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w_class = WEIGHT_CLASS_SMALL
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flags = CONDUCT
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slot_flags = SLOT_BELT
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materials = list(MAT_METAL=50, MAT_GLASS=20)
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@@ -14,19 +14,30 @@
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/obj/item/device/flashlight/initialize()
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..()
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update_brightness()
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/obj/item/device/flashlight/proc/update_brightness()
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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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SetLuminosity(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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SetLuminosity(0)
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/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
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if(on)
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icon_state = "[initial(icon_state)]-on"
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if(loc == user)
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user.AddLuminosity(brightness_on)
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else if(isturf(loc))
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SetLuminosity(brightness_on)
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else
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icon_state = initial(icon_state)
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if(loc == user)
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user.AddLuminosity(-brightness_on)
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else if(isturf(loc))
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SetLuminosity(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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on = !on
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update_brightness()
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update_brightness(user)
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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@@ -45,17 +56,15 @@
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return
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var/mob/living/carbon/human/H = M //mob has protective eyewear
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if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
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if(ishuman(M) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
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user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
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return
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if(M == user) //they're using it on themselves
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if(M.flash_eyes(visual = 1))
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M.visible_message("[M] directs [src] to \his eyes.", \
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"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
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if(M.flash_act(visual = 1))
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M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
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else
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M.visible_message("[M] directs [src] to \his eyes.", \
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"<span class='notice'>You wave the light in front of your eyes.</span>")
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M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes.</span>")
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else
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user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
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"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
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@@ -66,11 +75,26 @@
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else if(C.dna.check_mutation(XRAY)) //mob has X-RAY vision
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user << "<span class='danger'>[C] pupils give an eerie glow!</span>"
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else //they're okay!
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if(C.flash_eyes(visual = 1))
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if(C.flash_act(visual = 1))
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user << "<span class='notice'>[C]'s pupils narrow.</span>"
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else
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return ..()
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/obj/item/device/flashlight/pickup(mob/user)
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..()
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if(on)
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user.AddLuminosity(brightness_on)
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SetLuminosity(0)
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/obj/item/device/flashlight/dropped(mob/user)
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..()
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if(on)
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user.AddLuminosity(-brightness_on)
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SetLuminosity(brightness_on)
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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. It can also be used to create a hologram to alert people of incoming medical assistance."
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@@ -121,7 +145,7 @@
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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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w_class = WEIGHT_CLASS_BULKY
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flags = CONDUCT
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materials = list()
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on = 1
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@@ -144,7 +168,7 @@
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attack_self(usr)
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//Bananalamp
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obj/item/device/flashlight/lamp/bananalamp
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/obj/item/device/flashlight/lamp/bananalamp
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name = "banana lamp"
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desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
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icon_state = "bananalamp"
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@@ -155,7 +179,7 @@ obj/item/device/flashlight/lamp/bananalamp
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/obj/item/device/flashlight/flare
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name = "flare"
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desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
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w_class = 2
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w_class = WEIGHT_CLASS_SMALL
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brightness_on = 7 // Pretty bright.
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icon_state = "flare"
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item_state = "flare"
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@@ -164,16 +188,13 @@ obj/item/device/flashlight/lamp/bananalamp
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var/on_damage = 7
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var/produce_heat = 1500
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heat = 1000
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light_color = LIGHT_COLOR_FLARE
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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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open_flame(heat)
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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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@@ -181,13 +202,24 @@ obj/item/device/flashlight/lamp/bananalamp
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icon_state = "[initial(icon_state)]-empty"
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STOP_PROCESSING(SSobj, src)
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/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
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if(fuel && on)
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. = "<span class='notice'>[user] lights [A] with [src] like a real \
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badass.</span>"
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else
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. = ""
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/obj/item/device/flashlight/flare/proc/turn_off()
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on = 0
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force = initial(src.force)
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damtype = initial(src.damtype)
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update_brightness()
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if(ismob(loc))
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var/mob/U = loc
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update_brightness(U)
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else
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update_brightness(null)
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/obj/item/device/flashlight/flare/update_brightness()
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/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
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..()
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if(on)
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item_state = "[initial(item_state)]-on"
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@@ -217,7 +249,7 @@ obj/item/device/flashlight/lamp/bananalamp
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/obj/item/device/flashlight/flare/torch
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name = "torch"
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desc = "A torch fashioned from some leaves and a log."
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w_class = 4
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w_class = WEIGHT_CLASS_BULKY
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brightness_on = 4
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icon_state = "torch"
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item_state = "torch"
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@@ -230,7 +262,6 @@ obj/item/device/flashlight/lamp/bananalamp
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item_state = "lantern"
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desc = "A mining lantern."
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brightness_on = 6 // luminosity when on
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light_color = LIGHT_COLOR_FIRE
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/obj/item/device/flashlight/slime
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@@ -240,14 +271,13 @@ obj/item/device/flashlight/lamp/bananalamp
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icon = 'icons/obj/lighting.dmi'
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icon_state = "slime"
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item_state = "slime"
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w_class = 2
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w_class = WEIGHT_CLASS_SMALL
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slot_flags = SLOT_BELT
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materials = list()
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brightness_on = 6 //luminosity when on
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light_color = LIGHT_COLOR_SLIME_LAMP
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/obj/item/device/flashlight/emp
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origin_tech = "magnets=3;syndicate=�1"
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origin_tech = "magnets=3;syndicate=1"
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var/emp_max_charges = 4
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var/emp_cur_charges = 4
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var/charge_tick = 0
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