Bleeding edgy refresh (#303)
* not code stuff * other things * global vars, defines, helpers * onclick hud stuff, orphans, world.dm * controllers and datums * game folder * everything not client/mobs in modules * client folder * stage 1 mob stuff * simple animal things * silicons * carbon things * ayylmaos and monkeys * hyoomahn * icons n shit * sprite fixes * compile fixes * some fixes I cherrypicked. * qdel fixes * forgot brain refractors
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@@ -10,30 +10,23 @@
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materials = list(MAT_METAL=50, MAT_GLASS=20)
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actions_types = list(/datum/action/item_action/toggle_light)
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var/on = 0
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var/brightness_on = 4 //luminosity when on
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var/brightness_on = 4 //range of light when on
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var/flashlight_power //strength of the light when on. optional
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/obj/item/device/flashlight/Initialize()
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..()
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if(on)
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icon_state = "[initial(icon_state)]-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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SetLuminosity(0)
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update_brightness()
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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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if(flashlight_power)
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set_light(l_range = brightness_on, l_power = flashlight_power)
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else
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set_light(brightness_on)
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else
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icon_state = initial(icon_state)
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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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set_light(0)
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/obj/item/device/flashlight/attack_self(mob/user)
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on = !on
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@@ -52,12 +45,12 @@
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return ..() //just hit them in the head
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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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(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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to_chat(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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@@ -71,30 +64,15 @@
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var/mob/living/carbon/C = M
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if(istype(C))
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if(C.stat == DEAD || (C.disabilities & BLIND)) //mob is dead or fully blind
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user << "<span class='warning'>[C] pupils don't react to the light!</span>"
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to_chat(user, "<span class='warning'>[C] pupils don't react to the light!</span>")
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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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to_chat(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_act(visual = 1))
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user << "<span class='notice'>[C]'s pupils narrow.</span>"
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to_chat(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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@@ -107,7 +85,7 @@
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/obj/item/device/flashlight/pen/afterattack(atom/target, mob/user, proximity_flag)
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if(!proximity_flag)
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if(holo_cooldown > world.time)
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user << "<span class='warning'>[src] is not ready yet!</span>"
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to_chat(user, "<span class='warning'>[src] is not ready yet!</span>")
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return
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var/T = get_turf(target)
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if(locate(/mob/living) in T)
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@@ -188,6 +166,7 @@
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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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@@ -230,9 +209,10 @@
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// Usual checks
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if(!fuel)
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user << "<span class='warning'>It's out of fuel!</span>"
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to_chat(user, "<span class='warning'>[src] is out of fuel!</span>")
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return
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if(on)
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to_chat(user, "<span class='notice'>[src] is already on.</span>")
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return
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. = ..()
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@@ -284,19 +264,20 @@
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/obj/item/device/flashlight/emp/New()
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..()
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START_PROCESSING(SSobj, src)
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..()
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START_PROCESSING(SSobj, src)
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/obj/item/device/flashlight/emp/Destroy()
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STOP_PROCESSING(SSobj, src)
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return ..()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/device/flashlight/emp/process()
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charge_tick++
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if(charge_tick < 10) return 0
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charge_tick = 0
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emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
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return 1
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charge_tick++
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if(charge_tick < 10)
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return FALSE
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charge_tick = 0
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emp_cur_charges = min(emp_cur_charges+1, emp_max_charges)
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return TRUE
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/obj/item/device/flashlight/emp/attack(mob/living/M, mob/living/user)
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if(on && user.zone_selected == "eyes") // call original attack proc only if aiming at the eyes
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@@ -317,8 +298,114 @@
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"<span class='userdanger'>[user] blinks \the [src] at you.")
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else
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A.visible_message("<span class='danger'>[user] blinks \the [src] at \the [A].")
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user << "\The [src] now has [emp_cur_charges] charge\s."
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to_chat(user, "\The [src] now has [emp_cur_charges] charge\s.")
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A.emp_act(1)
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else
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user << "<span class='warning'>\The [src] needs time to recharge!</span>"
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to_chat(user, "<span class='warning'>\The [src] needs time to recharge!</span>")
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return
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// Glowsticks, in the uncomfortable range of similar to flares,
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// but not similar enough to make it worth a refactor
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/obj/item/device/flashlight/glowstick
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name = "green glowstick"
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desc = "A military-grade glowstick."
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w_class = WEIGHT_CLASS_SMALL
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brightness_on = 4
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color = LIGHT_COLOR_GREEN
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icon_state = "glowstick"
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item_state = "glowstick"
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var/fuel = 0
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/obj/item/device/flashlight/glowstick/Initialize()
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fuel = rand(1600, 2000)
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light_color = color
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..()
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/obj/item/device/flashlight/glowstick/Destroy()
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STOP_PROCESSING(SSobj, src)
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. = ..()
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/obj/item/device/flashlight/glowstick/process()
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fuel = max(fuel - 1, 0)
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if(!fuel)
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turn_off()
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STOP_PROCESSING(SSobj, src)
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update_icon()
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/obj/item/device/flashlight/glowstick/proc/turn_off()
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on = 0
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update_icon()
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/obj/item/device/flashlight/glowstick/update_icon()
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item_state = "glowstick"
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overlays.Cut()
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if(!fuel)
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icon_state = "glowstick-empty"
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cut_overlays()
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set_light(0)
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else if(on)
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var/image/I = image(icon,"glowstick-glow",color)
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add_overlay(I)
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item_state = "glowstick-on"
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set_light(brightness_on)
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else
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icon_state = "glowstick"
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cut_overlays()
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/obj/item/device/flashlight/glowstick/attack_self(mob/user)
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if(!fuel)
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to_chat(user, "<span class='notice'>[src] is spent.</span>")
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return
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if(on)
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to_chat(user, "<span class='notice'>[src] is already lit.</span>")
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return
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. = ..()
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if(.)
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user.visible_message("<span class='notice'>[user] cracks and shakes [src].</span>", "<span class='notice'>You crack and shake [src], turning it on!</span>")
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START_PROCESSING(SSobj, src)
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/obj/item/device/flashlight/glowstick/red
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name = "red glowstick"
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color = LIGHT_COLOR_RED
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/obj/item/device/flashlight/glowstick/blue
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name = "blue glowstick"
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color = LIGHT_COLOR_BLUE
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/obj/item/device/flashlight/glowstick/cyan
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name = "cyan glowstick"
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color = LIGHT_COLOR_CYAN
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/obj/item/device/flashlight/glowstick/orange
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name = "orange glowstick"
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color = LIGHT_COLOR_ORANGE
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/obj/item/device/flashlight/glowstick/yellow
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name = "yellow glowstick"
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color = LIGHT_COLOR_YELLOW
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/obj/item/device/flashlight/glowstick/pink
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name = "pink glowstick"
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color = LIGHT_COLOR_PINK
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/obj/item/device/flashlight/glowstick/random
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name = "random colored glowstick"
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/obj/item/device/flashlight/glowstick/random/Initialize()
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var/list/glowtypes = typesof(/obj/item/device/flashlight/glowstick)
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glowtypes -= /obj/item/device/flashlight/glowstick/random
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var/obj/item/device/flashlight/glowstick/glowtype = pick(glowtypes)
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name = initial(glowtype.name)
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color = initial(glowtype.color)
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. = ..()
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/obj/item/device/flashlight/flashdark
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name = "flashdark"
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desc = "A strange device manufactured with mysterious elements that somehow emits darkness. Or maybe it just sucks in light? Nobody knows for sure."
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icon_state = "flashdark"
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item_state = "flashdark"
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brightness_on = 2.5
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flashlight_power = -3
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