diff --git a/aurora.dme b/aurora.dme
index f2092f19..072ce7b4 100644
--- a/aurora.dme
+++ b/aurora.dme
@@ -552,6 +552,7 @@
#include "code\game\objects\items\devices\debugger.dm"
#include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm"
+#include "code\game\objects\items\devices\laserpointer.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\megaphone.dm"
#include "code\game\objects\items\devices\modkit.dm"
diff --git a/code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm b/code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm
index b85be8f7..c387bccc 100644
--- a/code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm
+++ b/code/WorkInProgress/Cael_Aislinn/ShieldGen/circuits_and_designs.dm
@@ -21,8 +21,8 @@ datum/design/shield_gen_ex
desc = "Allows for the construction of circuit boards used to build an experimental hull shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "plasmatech" = 3)
- build_type = IMPRINTER
- materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
+ build_type = PROTOLATHE
+ materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$gold" = 5000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
@@ -47,8 +47,8 @@ datum/design/shield_gen
desc = "Allows for the construction of circuit boards used to build an experimental shield generator."
id = "shield_gen"
req_tech = list("bluespace" = 4, "plasmatech" = 3)
- build_type = IMPRINTER
- materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$gold" = 10000)
+ build_type = PROTOLATHE
+ materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$gold" = 5000)
build_path = "/obj/machinery/shield_gen/external"
////////////////////////////////////////
@@ -73,6 +73,6 @@ datum/design/shield_cap
desc = "Allows for the construction of circuit boards used to build an experimental shielding capacitor."
id = "shield_cap"
req_tech = list("magnets" = 3, "powerstorage" = 4)
- build_type = IMPRINTER
- materials = list("$glass" = 2000, "sacid" = 20, "$plasma" = 10000, "$diamond" = 5000, "$silver" = 10000)
+ build_type = PROTOLATHE
+ materials = list("$glass" = 2000, "$plasma" = 5000, "$diamond" = 5000, "$silver" = 5000)
build_path = "/obj/machinery/shield_gen/external"
diff --git a/code/__HELPERS/game.dm b/code/__HELPERS/game.dm
index f8a13e15..687ef35b 100644
--- a/code/__HELPERS/game.dm
+++ b/code/__HELPERS/game.dm
@@ -366,3 +366,11 @@ datum/projectile_data
var/dest_y = src_y + distance*cos(rotation);
return new /datum/projectile_data(src_x, src_y, time, distance, power_x, power_y, dest_x, dest_y)
+
+
+/proc/flick_overlay(image/I, list/show_to, duration)
+ for(var/client/C in show_to)
+ C.images += I
+ sleep(duration)
+ for(var/client/C in show_to)
+ C.images -= I
\ No newline at end of file
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index 966741aa..d5f6ed1e 100644
--- a/code/game/machinery/camera/camera.dm
+++ b/code/game/machinery/camera/camera.dm
@@ -178,6 +178,9 @@
playsound(loc, "sparks", 50, 1)
visible_message("\blue The camera has been sliced apart by [] with an energy blade!")
del(src)
+ else if(istype(W, /obj/item/device/laser_pointer))
+ var/obj/item/device/laser_pointer/L = W
+ L.laser_act(src, user)
else
..()
return
diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm
index e4957ea1..acc0a5bd 100644
--- a/code/game/machinery/shieldgen.dm
+++ b/code/game/machinery/shieldgen.dm
@@ -322,7 +322,7 @@
icon_state = "Shield_Gen"
anchored = 0
density = 1
- req_access = list(access_teleporter)
+ req_access = list(access_research)
var/active = 0
var/power = 0
var/state = 0
@@ -330,7 +330,7 @@
var/last_check = 0
var/check_delay = 10
var/recalc = 0
- var/locked = 1
+ var/locked = 0
var/destroyed = 0
var/directwired = 1
// var/maxshieldload = 200
diff --git a/code/game/objects/items/devices/flash.dm b/code/game/objects/items/devices/flash.dm
index e108a312..3a8d3734 100644
--- a/code/game/objects/items/devices/flash.dm
+++ b/code/game/objects/items/devices/flash.dm
@@ -13,6 +13,8 @@
var/times_used = 0 //Number of times it's been used.
var/broken = 0 //Is the flash burnt out?
var/last_used = 0 //last world.time it was used.
+ var/flashready = 0 //overcharge flashes
+ var/overcharge = 0 //overcharge check
/obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
@@ -51,7 +53,11 @@
switch(times_used)
if(0 to 5)
last_used = world.time
- if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
+ if(overcharge == 1)
+ icon_state = "cellflashburnt"
+ broken = 1
+ user << "The bulb has burnt out!"
+ else if(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
@@ -65,6 +71,13 @@
if(iscarbon(M))
var/safety = M:eyecheck()
+ if(overcharge == 1)
+ M.adjust_fire_stacks(5)
+ M.IgniteMob()
+ user.visible_message("[user]'s supercharged flash ignites [M]!")
+// broken = 1
+// if(overcharge == 1)
+// icon_state = "cellflashburnt"
if(safety <= 0)
M.Weaken(10)
flick("e_flash", M.flash)
@@ -90,7 +103,11 @@
flashfail = 1
else if(issilicon(M))
- M.Weaken(rand(5,10))
+ 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.
+ if(overcharge == 1)
+ M.adjust_fire_stacks(5)
+ M.IgniteMob()
+ user.visible_message("[user]'s supercharged flash ignites [M]!")
else
flashfail = 1
@@ -106,7 +123,10 @@
del(animation)
if(!flashfail)
- flick("flash2", src)
+ if(overcharge == 0)
+ flick("flash2", src)
+ else if(overcharge == 1)
+ flick("cellflash2", src)
if(!issilicon(M))
user.visible_message("[user] blinds [M] with the flash!")
@@ -134,7 +154,11 @@
//It will never break on the first use.
switch(times_used)
if(0 to 5)
- if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
+ if(overcharge == 1)
+ icon_state = "cellflashburnt"
+ broken = 1
+ user << "The bulb has burnt out!"
+ else if(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
@@ -144,7 +168,10 @@
user.show_message("*click* *click*", 2)
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
- flick("flash2", src)
+ if(overcharge == 0)
+ flick("flash2", src)
+ else if(overcharge == 1)
+ flick("cellflash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
@@ -176,7 +203,10 @@
if(0 to 5)
if(prob(2*times_used))
broken = 1
- icon_state = "flashburnt"
+ if(overcharge == 1)
+ icon_state = "cellflashburnt"
+ else if(overcharge == 0)
+ icon_state = "flashburnt"
return
times_used++
if(istype(loc, /mob/living/carbon))
@@ -202,11 +232,35 @@
if(!broken)
broken = 1
user << "\red The bulb has burnt out!"
- icon_state = "flashburnt"
+ if(overcharge == 0)
+ icon_state = "flashburnt"
+ else if(overcharge == 1)
+ icon_state = "cellflashburnt"
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
user << "\red The bulb has burnt out!"
- icon_state = "flashburnt"
+ if(overcharge == 0)
+ icon_state = "flashburnt"
+ else if(overcharge == 1)
+ icon_state = "cellflashburnt"
+
+/obj/item/device/flash/attackby(obj/item/W, mob/user)
+ if(istype(W,/obj/item/weapon/cell))
+ if(flashready == 1 && overcharge == 0)
+ del(W)
+ overcharge = 1
+ icon_state = "cellflash"
+ user << "\red You attach the cell to the flash."
+ name = "cell/flash assembly"
+ desc = "When blinding and being an asshole just isn't enough."
+ else if(overcharge == 1)
+ user << "\red This flash already has a cell attached!"
+ else if(istype(W, /obj/item/weapon/screwdriver))
+ if(overcharge == 0)
+ user << "\red You ready the flash for modification."
+ flashready = 1
+ else if(flashready == 1)
+ user << "\red This flash has already been modified!."
\ No newline at end of file
diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm
new file mode 100644
index 00000000..4a0c3687
--- /dev/null
+++ b/code/game/objects/items/devices/laserpointer.dm
@@ -0,0 +1,208 @@
+/obj/item/device/laser_pointer
+ name = "laser pointer"
+ desc = "Don't shine it in your eyes!"
+ icon = 'icons/obj/device.dmi'
+ icon_state = "pointer"
+ item_state = "pen"
+ var/pointer_icon_state
+ flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
+ slot_flags = SLOT_BELT
+ m_amt = 500
+ g_amt = 500
+ w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
+ origin_tech = "combat=1"
+ origin_tech = "magnets=2"
+ var/turf/pointer_loc
+ var/energy = 8
+ var/max_energy = 8
+ var/effectchance = 33
+ var/recharging = 0
+ var/recharge_locked = 0
+ var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading!
+
+
+/obj/item/device/laser_pointer/red
+ pointer_icon_state = "red_laser"
+/obj/item/device/laser_pointer/green
+ pointer_icon_state = "green_laser"
+/obj/item/device/laser_pointer/blue
+ pointer_icon_state = "blue_laser"
+/obj/item/device/laser_pointer/purple
+ pointer_icon_state = "purple_laser"
+
+/obj/item/device/laser_pointer/New()
+ ..()
+ diode = new(src)
+ if(!pointer_icon_state)
+ pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
+
+/obj/item/device/laser_pointer/upgraded/New()
+ ..()
+ diode = new /obj/item/weapon/stock_parts/micro_laser/ultra
+
+
+
+/obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
+ laser_act(M, user)
+
+/obj/item/device/laser_pointer/attackby(obj/item/W, mob/user)
+ if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
+ if(!diode)
+ user.drop_item()
+ W.loc = src
+ diode = W
+ user << "You install a [diode.name] in [src]."
+ else
+ user << "[src] already has a cell."
+
+ else if(istype(W, /obj/item/weapon/screwdriver))
+ if(diode)
+ user << "You remove the [diode.name] from the [src]."
+ diode.loc = get_turf(src.loc)
+ diode = null
+ return
+ ..()
+ return
+
+/obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
+ if(flag) //we're placing the object on a table or in backpack
+ return
+ laser_act(target, user)
+
+/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
+ if( !(user in (viewers(7,target))) )
+ return
+ if (!diode)
+ user << "You point [src] at [target], but nothing happens!"
+ return
+ if (!user.IsAdvancedToolUser())
+ user << "You don't have the dexterity to do this!"
+ return
+
+ add_fingerprint(user)
+
+ //nothing happens if the battery is drained
+ if(recharge_locked)
+ user << "You point [src] at [target], but it's still charging."
+ return
+
+ var/outmsg
+ var/turf/targloc = get_turf(target)
+
+ //human/alien mobs
+ if(iscarbon(target))
+ if(user.zone_sel.selecting == "eyes")
+ var/mob/living/carbon/C = target
+
+ //20% chance to actually hit the eyes
+
+ if(prob(effectchance * diode.rating))
+ msg_admin_attack(user, C, "shone in the eyes", object="laser pointer")
+
+
+ //eye target check
+ outmsg = "You blind [C] by shining [src] in their eyes."
+ var/eye_prot = C.eyecheck()
+ if(C.blinded || eye_prot >= 2)
+ eye_prot = 4
+ var/severity = 3 - eye_prot
+ if(prob(33))
+ severity += 1
+ else if(prob(50))
+ severity -= 1
+ severity = min(max(severity, 0), 4)
+ var/mob/living/carbon/human/H = C
+ var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
+
+ switch(severity)
+ if(0)
+ //no effect
+ C << "A small, bright dot appears in your vision."
+ if(1)
+ //industrial grade eye protection
+ E.damage += rand(0, 2)
+ C << "Something bright flashes in the corner of your vision!"
+ if(2)
+ //basic eye protection (sunglasses)
+ flick("flash", C.flash)
+ E.damage += rand(2, 4)
+ C << "Your eyes were blinded!"
+ if(3)
+ //no eye protection
+ if(prob(10))
+ C.Weaken(1)
+ flick("e_flash", C.flash)
+ E.damage += rand(3, 5)
+ C << "Your eyes were blinded!"
+ if(4)
+ //the effect has been worsened by something
+ if(prob(5))
+ C.Weaken(1)
+ flick("e_flash", C.flash)
+ E.damage += rand(5, 10)
+ C << "Your eyes were blinded!"
+ else
+ outmsg = "You fail to blind [C] by shining [src] at their eyes."
+
+ //robots and AI
+ else if(issilicon(target))
+ var/mob/living/silicon/S = target
+ //20% chance to actually hit the sensors
+ if(prob(effectchance * diode.rating))
+ S.Weaken(rand(5,10))
+ S << "Your sensors were overloaded by a laser!"
+ outmsg = "You overload [S] by shining [src] at their sensors."
+
+ S.attack_log += text("\[[time_stamp()]\] Has had a laser pointer shone in their eyes by [user.name] ([user.ckey])")
+ user.attack_log += text("\[[time_stamp()]\] Shone a laser pointer in the eyes of [S.name] ([S.ckey])")
+ log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [S.name] ([S.ckey])")
+ else
+ outmsg = "You fail to overload [S] by shining [src] at their sensors."
+
+ //cameras
+ else if(istype(target, /obj/machinery/camera))
+ var/obj/machinery/camera/C = target
+ if(prob(effectchance * diode.rating))
+ C.emp_act(1)
+ outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!"
+
+ msg_admin_attack("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
+ user.attack_log += text("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer")
+ else
+ outmsg = "You missed the lens of [C] with [src]."
+
+ //laser pointer image
+ icon_state = "pointer_[pointer_icon_state]"
+ var/list/showto = list()
+ for(var/mob/M in range(7,targloc))
+ if(M.client)
+ showto.Add(M.client)
+ var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
+ I.pixel_x = target.pixel_x + rand(-5,5)
+ I.pixel_y = target.pixel_y + rand(-5,5)
+
+ if(outmsg)
+ user << outmsg
+ else
+ user << "You point [src] at [target]."
+
+ energy -= 1
+ if(energy <= max_energy)
+ if(!recharging)
+ recharging = 1
+ processing_objects.Add(src)
+ if(energy <= 0)
+ user << "You've overused the battery of [src], now it needs time to recharge!"
+ 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
+ ..()
diff --git a/code/modules/mob/living/silicon/robot/life.dm b/code/modules/mob/living/silicon/robot/life.dm
index 6bf5fa9b..252a94aa 100644
--- a/code/modules/mob/living/silicon/robot/life.dm
+++ b/code/modules/mob/living/silicon/robot/life.dm
@@ -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()
diff --git a/code/modules/mob/living/silicon/robot/robot.dm b/code/modules/mob/living/silicon/robot/robot.dm
index 9f1eba57..cba6b0f6 100644
--- a/code/modules/mob/living/silicon/robot/robot.dm
+++ b/code/modules/mob/living/silicon/robot/robot.dm
@@ -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)
diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm
index fc89e557..23abaaef 100644
--- a/code/modules/projectiles/projectile/beams.dm
+++ b/code/modules/projectiles/projectile/beams.dm
@@ -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"
diff --git a/code/modules/reagents/Chemistry-Reagents.dm b/code/modules/reagents/Chemistry-Reagents.dm
index dbebe839..ae505252 100644
--- a/code/modules/reagents/Chemistry-Reagents.dm
+++ b/code/modules/reagents/Chemistry-Reagents.dm
@@ -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)
diff --git a/code/modules/research/designs.dm b/code/modules/research/designs.dm
index 206d0f85..74a93fc4 100644
--- a/code/modules/research/designs.dm
+++ b/code/modules/research/designs.dm
@@ -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
diff --git a/data/investigate/gravity.html b/data/investigate/gravity.html
index c3b98f4e..ef0b20af 100644
--- a/data/investigate/gravity.html
+++ b/data/investigate/gravity.html
@@ -1,2 +1,2 @@
-14:59 [0x200777c] (92,152,1) || the gravitational generator has regained power.
-14:59 [0x200777c] (92,152,1) || the gravitational generator is now charging.
+21:21 [0x20077ce] (92,152,1) || the gravitational generator has regained power.
+21:21 [0x20077ce] (92,152,1) || the gravitational generator is now charging.
diff --git a/icons/obj/device.dmi b/icons/obj/device.dmi
index 437dd056..f9f0aa9f 100644
Binary files a/icons/obj/device.dmi and b/icons/obj/device.dmi differ
diff --git a/icons/obj/projectiles.dmi b/icons/obj/projectiles.dmi
index 14e1f5a1..da413aa5 100644
Binary files a/icons/obj/projectiles.dmi and b/icons/obj/projectiles.dmi differ