mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-26 22:26:28 +01:00
Laser pointers, overchargeflashes, various fixes
Alcohol and thermite now flammable. Laser pointers added! Flash now comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish. Being lit on fire turns off a borg's lights but the fire still shows. I'll take it. Shield gens actually useable by the people they were meant for.
This commit is contained in:
@@ -552,6 +552,7 @@
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#include "code\game\objects\items\devices\debugger.dm"
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#include "code\game\objects\items\devices\flash.dm"
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#include "code\game\objects\items\devices\flashlight.dm"
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#include "code\game\objects\items\devices\laserpointer.dm"
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#include "code\game\objects\items\devices\lightreplacer.dm"
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#include "code\game\objects\items\devices\megaphone.dm"
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#include "code\game\objects\items\devices\modkit.dm"
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@@ -21,8 +21,8 @@ datum/design/shield_gen_ex
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desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
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build_type = PROTOLATHE
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materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$gold" = 5000)
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build_path = "/obj/machinery/shield_gen/external"
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////////////////////////////////////////
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@@ -47,8 +47,8 @@ datum/design/shield_gen
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desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
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id = "shield_gen"
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req_tech = list("bluespace" = 4, "plasmatech" = 3)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
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build_type = PROTOLATHE
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materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$gold" = 5000)
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build_path = "/obj/machinery/shield_gen/external"
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////////////////////////////////////////
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@@ -73,6 +73,6 @@ datum/design/shield_cap
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desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
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id = "shield_cap"
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req_tech = list("magnets" = 3, "powerstorage" = 4)
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build_type = IMPRINTER
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materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$silver" = 10000)
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build_type = PROTOLATHE
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materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$silver" = 5000)
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build_path = "/obj/machinery/shield_gen/external"
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@@ -366,3 +366,11 @@ datum/projectile_data
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var/dest_y = src_y + distance*cos(rotation);
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return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
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/proc/flick_overlay(image/I, list/show_to, duration)
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for(var/client/C in show_to)
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C.images += I
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sleep(duration)
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for(var/client/C in show_to)
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C.images -= I
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@@ -178,6 +178,9 @@
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playsound(loc, "sparks", 50, 1)
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visible_message("\blue The camera has been sliced apart by [] with an energy blade!")
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del(src)
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else if(istype(W, /obj/item/device/laser_pointer))
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var/obj/item/device/laser_pointer/L = W
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L.laser_act(src, user)
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else
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..()
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return
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@@ -322,7 +322,7 @@
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icon_state = "Shield_Gen"
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anchored = 0
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density = 1
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req_access = list(access_teleporter)
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req_access = list(access_research)
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var/active = 0
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var/power = 0
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var/state = 0
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@@ -330,7 +330,7 @@
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var/last_check = 0
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var/check_delay = 10
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var/recalc = 0
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var/locked = 1
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var/locked = 0
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var/destroyed = 0
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var/directwired = 1
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// var/maxshieldload = 200
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@@ -13,6 +13,8 @@
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var/times_used = 0 //Number of times it's been used.
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var/broken = 0 //Is the flash burnt out?
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var/last_used = 0 //last world.time it was used.
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var/flashready = 0 //overcharge flashes
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var/overcharge = 0 //overcharge check
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/obj/item/device/flash/proc/clown_check(var/mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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@@ -51,7 +53,11 @@
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switch(times_used)
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if(0 to 5)
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last_used = world.time
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if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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if(overcharge == 1)
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icon_state = "cellflashburnt"
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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else if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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@@ -65,6 +71,13 @@
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if(iscarbon(M))
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var/safety = M:eyecheck()
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if(overcharge == 1)
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M.adjust_fire_stacks(5)
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M.IgniteMob()
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user.visible_message("<span class='notice'>[user]'s supercharged flash ignites [M]!</span>")
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// broken = 1
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// if(overcharge == 1)
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// icon_state = "cellflashburnt"
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if(safety <= 0)
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M.Weaken(10)
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flick("e_flash", M.flash)
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@@ -90,7 +103,11 @@
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flashfail = 1
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else if(issilicon(M))
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M.Weaken(rand(5,10))
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M.Weaken(10) //why are robots more resistant to flashes than humans when it is their only weakness. besides ion rifles. used to be rand(5,10). changed to 10.
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if(overcharge == 1)
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M.adjust_fire_stacks(5)
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M.IgniteMob()
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user.visible_message("<span class='notice'>[user]'s supercharged flash ignites [M]!</span>")
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else
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flashfail = 1
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@@ -106,7 +123,10 @@
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del(animation)
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if(!flashfail)
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flick("flash2", src)
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if(overcharge == 0)
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flick("flash2", src)
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else if(overcharge == 1)
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flick("cellflash2", src)
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if(!issilicon(M))
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user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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@@ -134,7 +154,11 @@
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//It will never break on the first use.
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switch(times_used)
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if(0 to 5)
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if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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if(overcharge == 1)
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icon_state = "cellflashburnt"
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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else if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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@@ -144,7 +168,10 @@
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user.show_message("<span class='warning'>*click* *click*</span>", 2)
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("flash2", src)
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if(overcharge == 0)
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flick("flash2", src)
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else if(overcharge == 1)
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flick("cellflash2", src)
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if(user && isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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@@ -176,7 +203,10 @@
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if(0 to 5)
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if(prob(2*times_used))
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broken = 1
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icon_state = "flashburnt"
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if(overcharge == 1)
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icon_state = "cellflashburnt"
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else if(overcharge == 0)
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icon_state = "flashburnt"
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return
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times_used++
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if(istype(loc, /mob/living/carbon))
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@@ -202,11 +232,35 @@
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if(!broken)
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broken = 1
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user << "\red The bulb has burnt out!"
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icon_state = "flashburnt"
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if(overcharge == 0)
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icon_state = "flashburnt"
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else if(overcharge == 1)
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icon_state = "cellflashburnt"
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/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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..()
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if(!broken)
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broken = 1
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user << "\red The bulb has burnt out!"
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icon_state = "flashburnt"
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if(overcharge == 0)
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icon_state = "flashburnt"
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else if(overcharge == 1)
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icon_state = "cellflashburnt"
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/obj/item/device/flash/attackby(obj/item/W, mob/user)
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if(istype(W,/obj/item/weapon/cell))
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if(flashready == 1 && overcharge == 0)
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del(W)
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overcharge = 1
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icon_state = "cellflash"
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user << "\red You attach the cell to the flash."
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name = "cell/flash assembly"
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desc = "When blinding and being an asshole just isn't enough."
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else if(overcharge == 1)
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user << "\red This flash already has a cell attached!"
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(overcharge == 0)
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user << "\red You ready the flash for modification."
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flashready = 1
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else if(flashready == 1)
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user << "\red This flash has already been modified!."
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@@ -0,0 +1,208 @@
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/obj/item/device/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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item_state = "pen"
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var/pointer_icon_state
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BELT
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m_amt = 500
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g_amt = 500
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w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
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origin_tech = "combat=1"
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origin_tech = "magnets=2"
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var/turf/pointer_loc
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var/energy = 8
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var/max_energy = 8
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var/effectchance = 33
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var/recharging = 0
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var/recharge_locked = 0
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var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading!
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/obj/item/device/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/device/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/device/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/device/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/device/laser_pointer/New()
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..()
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diode = new(src)
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/device/laser_pointer/upgraded/New()
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..()
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diode = new /obj/item/weapon/stock_parts/micro_laser/ultra
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/obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
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laser_act(M, user)
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/obj/item/device/laser_pointer/attackby(obj/item/W, mob/user)
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if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
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if(!diode)
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user.drop_item()
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W.loc = src
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diode = W
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user << "<span class='notice'>You install a [diode.name] in [src].</span>"
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else
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user << "<span class='notice'>[src] already has a cell.</span>"
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(diode)
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user << "<span class='notice'>You remove the [diode.name] from the [src].</span>"
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diode.loc = get_turf(src.loc)
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diode = null
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return
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..()
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return
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/obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
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if(flag) //we're placing the object on a table or in backpack
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return
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laser_act(target, user)
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/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
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if( !(user in (viewers(7,target))) )
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return
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if (!diode)
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user << "<span class='notice'>You point [src] at [target], but nothing happens!</span>"
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return
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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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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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user << "<span class='notice'>You point [src] at [target], but it's still charging.</span>"
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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if(user.zone_sel.selecting == "eyes")
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var/mob/living/carbon/C = target
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//20% chance to actually hit the eyes
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if(prob(effectchance * diode.rating))
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msg_admin_attack(user, C, "shone in the eyes", object="laser pointer")
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//eye target check
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outmsg = "<span class='notice'>You blind [C] by shining [src] in their eyes.</span>"
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var/eye_prot = C.eyecheck()
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if(C.blinded || eye_prot >= 2)
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eye_prot = 4
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var/severity = 3 - eye_prot
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if(prob(33))
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severity += 1
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else if(prob(50))
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severity -= 1
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severity = min(max(severity, 0), 4)
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var/mob/living/carbon/human/H = C
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var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
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switch(severity)
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if(0)
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//no effect
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C << "<span class='info'>A small, bright dot appears in your vision.</span>"
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if(1)
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//industrial grade eye protection
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E.damage += rand(0, 2)
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C << "<span class='notice'>Something bright flashes in the corner of your vision!</span>"
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if(2)
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//basic eye protection (sunglasses)
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flick("flash", C.flash)
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E.damage += rand(2, 4)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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if(3)
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//no eye protection
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if(prob(10))
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C.Weaken(1)
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flick("e_flash", C.flash)
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E.damage += rand(3, 5)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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if(4)
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//the effect has been worsened by something
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if(prob(5))
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C.Weaken(1)
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flick("e_flash", C.flash)
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E.damage += rand(5, 10)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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else
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outmsg = "<span class='notice'>You fail to blind [C] by shining [src] at their eyes.</span>"
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//robots and AI
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else if(issilicon(target))
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var/mob/living/silicon/S = target
|
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//20% chance to actually hit the sensors
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if(prob(effectchance * diode.rating))
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S.Weaken(rand(5,10))
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S << "<span class='warning'>Your sensors were overloaded by a laser!</span>"
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outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
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S.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has had a laser pointer shone in their eyes by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='orange'>Shone a laser pointer in the eyes of [S.name] ([S.ckey])</font>")
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log_attack("<font color='orange'>[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [S.name] ([S.ckey])</font>")
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else
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outmsg = "<span class='notice'>You fail to overload [S] by shining [src] at their sensors.</span>"
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(effectchance * diode.rating))
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C.emp_act(1)
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outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
|
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msg_admin_attack("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
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user.attack_log += text("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
|
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else
|
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outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
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//laser pointer image
|
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icon_state = "pointer_[pointer_icon_state]"
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var/list/showto = list()
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for(var/mob/M in range(7,targloc))
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if(M.client)
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showto.Add(M.client)
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var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
|
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if(outmsg)
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user << outmsg
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else
|
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user << "<span class='info'>You point [src] at [target].</span>"
|
||||
|
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energy -= 1
|
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if(energy <= max_energy)
|
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if(!recharging)
|
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recharging = 1
|
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processing_objects.Add(src)
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if(energy <= 0)
|
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user << "<span class='warning'>You've overused the battery of [src], now it needs time to recharge!</span>"
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recharge_locked = 1
|
||||
|
||||
flick_overlay(I, showto, 10)
|
||||
icon_state = "pointer"
|
||||
|
||||
/obj/item/device/laser_pointer/process()
|
||||
if(prob(20 - recharge_locked*5))
|
||||
energy += 1
|
||||
if(energy >= max_energy)
|
||||
energy = max_energy
|
||||
recharging = 0
|
||||
recharge_locked = 0
|
||||
..()
|
||||
@@ -337,7 +337,7 @@
|
||||
overlays -= image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
|
||||
if(on_fire)
|
||||
overlays += image("icon"='icons/mob/OnFire.dmi', "icon_state"="Standing")
|
||||
update_icons()
|
||||
// update_icons()
|
||||
return
|
||||
|
||||
/mob/living/silicon/robot/fire_act()
|
||||
|
||||
@@ -483,6 +483,7 @@
|
||||
..(Proj)
|
||||
updatehealth()
|
||||
if(prob(75) && Proj.damage > 0) spark_system.start()
|
||||
update_fire()
|
||||
return 2
|
||||
|
||||
|
||||
@@ -784,6 +785,7 @@
|
||||
else
|
||||
if( !(istype(W, /obj/item/device/robotanalyzer) || istype(W, /obj/item/device/healthanalyzer)) )
|
||||
spark_system.start()
|
||||
update_fire()
|
||||
return ..()
|
||||
|
||||
/mob/living/silicon/robot/attack_alien(mob/living/carbon/alien/humanoid/M as mob)
|
||||
@@ -979,6 +981,7 @@
|
||||
/mob/living/silicon/robot/proc/updateicon()
|
||||
|
||||
overlays.Cut()
|
||||
update_fire()
|
||||
if(stat == 0)
|
||||
overlays += "eyes"
|
||||
overlays.Cut()
|
||||
@@ -1013,10 +1016,10 @@
|
||||
else
|
||||
icon_state = base_icon
|
||||
return
|
||||
|
||||
/*
|
||||
/mob/living/silicon/robot/proc/updatefire()
|
||||
return
|
||||
|
||||
*
|
||||
//Call when target overlay should be added/removed
|
||||
/mob/living/silicon/robot/update_targeted()
|
||||
if(!targeted_by && target_locked)
|
||||
|
||||
@@ -122,6 +122,11 @@ var/list/beam_master = list()
|
||||
icon_state = "emitter"
|
||||
damage = 30
|
||||
|
||||
/obj/item/projectile/beam/stunrevolver
|
||||
name = "stun beam"
|
||||
icon_state = "stun"
|
||||
damage = 10
|
||||
agony = 45
|
||||
|
||||
/obj/item/projectile/beam/lastertag/blue
|
||||
name = "lasertag beam"
|
||||
|
||||
@@ -777,6 +777,13 @@ datum
|
||||
reagent_state = SOLID
|
||||
color = "#673910" // rgb: 103, 57, 16
|
||||
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(volume / 10)
|
||||
return
|
||||
|
||||
reaction_turf(var/turf/T, var/volume)
|
||||
src = null
|
||||
if(volume >= 5)
|
||||
@@ -3068,6 +3075,13 @@ datum
|
||||
var/blur_start = 300 //amount absorbed after which mob starts getting blurred vision
|
||||
var/pass_out = 400 //amount absorbed after which mob starts passing out
|
||||
|
||||
reaction_mob(var/mob/living/M, var/method=TOUCH, var/volume)//Splashing people with welding fuel to make them easy to ignite!
|
||||
if(!istype(M, /mob/living))
|
||||
return
|
||||
if(method == TOUCH)
|
||||
M.adjust_fire_stacks(volume / 10)
|
||||
return
|
||||
|
||||
on_mob_life(var/mob/living/M as mob)
|
||||
M:nutrition += nutriment_factor
|
||||
holder.remove_reagent(src.id, FOOD_METABOLISM)
|
||||
|
||||
@@ -1377,6 +1377,15 @@ datum/design/nanopaste
|
||||
materials = list("$metal" = 7000, "$glass" = 7000)
|
||||
build_path = "/obj/item/stack/nanopaste"
|
||||
|
||||
datum/design/laserpointer
|
||||
name = "laser pointer"
|
||||
desc = "Don't shine it in your eyes!"
|
||||
id = "laser_pointer"
|
||||
req_tech = list("magnets" = 3)
|
||||
build_type = PROTOLATHE
|
||||
materials = list("$metal" = 100, "$glass" = 50)
|
||||
build_path = "/obj/item/device/laser_pointer"
|
||||
|
||||
datum/design/implant_loyal
|
||||
name = "loyalty implant"
|
||||
desc = "Makes you loyal or such."
|
||||
@@ -1497,7 +1506,7 @@ datum/design/nuclear_gun
|
||||
|
||||
datum/design/stunrevolver
|
||||
name = "Stun Revolver"
|
||||
desc = "The prize of the Head of Security."
|
||||
desc = "Occasionally prize of the Head of Security, but usually of asshole scientists."
|
||||
id = "stunrevolver"
|
||||
req_tech = list("combat" = 3, "materials" = 3, "powerstorage" = 2)
|
||||
build_type = PROTOLATHE
|
||||
|
||||
@@ -1,2 +1,2 @@
|
||||
<small>14:59 [0x200777c] (92,152,1)</small> || the gravitational generator has regained power.<br>
|
||||
<small>14:59 [0x200777c] (92,152,1)</small> || the gravitational generator is now charging.<br>
|
||||
<small>21:21 [0x20077ce] (92,152,1)</small> || the gravitational generator has regained power.<br>
|
||||
<small>21:21 [0x20077ce] (92,152,1)</small> || the gravitational generator is now charging.<br>
|
||||
|
||||
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Reference in New Issue
Block a user