mirror of
https://github.com/Aurorastation/Aurora-Old.git
synced 2026-08-27 14:46:16 +01:00
305 lines
9.3 KiB
Plaintext
305 lines
9.3 KiB
Plaintext
/obj/item/device/flash
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name = "flash"
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desc = "Used for blinding and being an asshole."
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icon_state = "flash"
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item_state = "flashbang" //looks exactly like a flash (and nothing like a flashbang)
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throwforce = 5
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w_class = 1.0
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throw_speed = 4
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throw_range = 10
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flags = FPRINT | TABLEPASS| CONDUCT
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origin_tech = "magnets=2;combat=1"
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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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user << "\red \The [src] slips out of your hand."
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user.drop_item()
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return 0
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return 1
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/obj/item/device/flash/proc/flash_recharge()
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//capacitor recharges over time
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for(var/i=0, i<3, i++)
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if(last_used+600 > world.time)
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break
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last_used += 600
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times_used -= 2
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last_used = world.time
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times_used = max(0,round(times_used)) //sanity
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/obj/item/device/flash/attack(mob/living/M as mob, mob/user as mob)
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if(!user || !M) return //sanity
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
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msg_admin_attack("[key_name_admin(user)] Used the [src.name] to flash [key_name_admin(M)] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(!clown_check(user)) return
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if(broken)
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user << "<span class='warning'>\The [src] is broken.</span>"
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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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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last_used = world.time
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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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return
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times_used++
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else //can only use it 5 times a minute
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user << "<span class='warning'>*click* *click*</span>"
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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var/flashfail = 0
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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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if(prob(60))
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var/mob/living/ur = user
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var/LIMB
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if(ur.hand)
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LIMB = "l_hand"
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else
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LIMB = "r_hand"
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ur.apply_damage(45, BURN, LIMB)
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user << "<span class='warning'>You burn your hand as the flash goes off</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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//Vaurca damage 18-09-15
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var/mob/living/carbon/human/H = M
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if(H.species.flags & IS_BUG)
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var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
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if(!E)
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return
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//Reworked damage 19/09/15
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usr << "\red Your eyes burn with the intense light of the flash!."
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E.damage += rand(10, 11)
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if(E.damage > 12)
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M.eye_blurry += rand(3,6)
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if (E.damage >= E.min_broken_damage)
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M.sdisabilities |= BLIND
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else if (E.damage >= E.min_bruised_damage)
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M.eye_blind = 5
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M.eye_blurry = 5
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M.disabilities |= NEARSIGHTED
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spawn(100)
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M.disabilities &= ~NEARSIGHTED
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if(ishuman(M) && ishuman(user) && M.stat!=DEAD)
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if(user.mind && user.mind in ticker.mode.head_revolutionaries && ticker.mode.name == "revolution")
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var/revsafe = 0
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for(var/obj/item/weapon/implant/loyalty/L in M)
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if(L && L.implanted)
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revsafe = 1
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break
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M.mind_initialize() //give them a mind datum if they don't have one.
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if(M.mind.has_been_rev)
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revsafe = 2
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if(!revsafe)
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M.mind.has_been_rev = 1
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ticker.mode.add_revolutionary(M.mind)
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else if(revsafe == 1)
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user << "<span class='warning'>Something seems to be blocking the flash!</span>"
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else
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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flashfail = 1
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else if(issilicon(M))
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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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if(prob(60))
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var/mob/living/ur = user
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var/LIMB
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if(ur.hand)
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LIMB = "l_hand"
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else
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LIMB = "r_hand"
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ur.apply_damage(45, BURN, LIMB)
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user << "<span class='warning'>You burn your hand as the flash goes off</span>"
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else
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flashfail = 1
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if(isrobot(user))
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spawn(0)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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del(animation)
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if(!flashfail)
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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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else
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user.visible_message("<span class='notice'>[user] overloads [M]'s sensors with the flash!</span>")
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else
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user.visible_message("<span class='notice'>[user] fails to blind [M] with the flash!</span>")
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return
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/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(!user || !clown_check(user)) return
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if(broken)
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user.show_message("<span class='warning'>The [src.name] is broken</span>", 2)
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return
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flash_recharge()
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//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
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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(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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return
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times_used++
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else //can only use it 5 times a minute
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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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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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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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del(animation)
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for(var/mob/living/carbon/M in oviewers(3, null))
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if(prob(50))
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if (locate(/obj/item/weapon/cloaking_device, M))
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for(var/obj/item/weapon/cloaking_device/S in M)
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S.active = 0
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S.icon_state = "shield0"
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var/safety = M:eyecheck()
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if(!safety)
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if(!M.blinded)
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flick("flash", M.flash)
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return
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/obj/item/device/flash/emp_act(severity)
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if(broken) return
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flash_recharge()
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switch(times_used)
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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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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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var/mob/living/carbon/M = loc
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var/safety = M.eyecheck()
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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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for(var/mob/O in viewers(M, null))
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O.show_message("<span class='disarm'>[M] is blinded by the flash!</span>")
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..()
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/obj/item/device/flash/synthetic
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name = "synthetic flash"
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desc = "When a problem arises, SCIENCE is the solution."
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icon_state = "sflash"
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origin_tech = "magnets=2;combat=1"
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var/construction_cost = list("metal"=750,"glass"=750)
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var/construction_time=100
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/obj/item/device/flash/synthetic/attack(mob/living/M as mob, mob/user as mob)
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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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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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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!." |