/obj/item/device/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
item_state = "flashtool"
throwforce = 5
w_class = 2
throw_speed = 4
throw_range = 10
flags = CONDUCT
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
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.
/obj/item/device/flash/proc/clown_check(var/mob/user)
if(user && (CLUMSY in user.mutations) && prob(50))
user << "\The [src] slips out of your hand."
user.drop_from_inventory(src)
return 0
return 1
/obj/item/device/flash/proc/flash_recharge()
//capacitor recharges over time
for(var/i=0, i<3, i++)
if(last_used+600 > world.time)
break
last_used += 600
times_used -= 2
last_used = world.time
times_used = max(0,round(times_used)) //sanity
//attack_as_weapon
/obj/item/device/flash/attack(mob/living/M, mob/living/user, var/target_zone)
if(!user || !M) return //sanity
M.attack_log += text("\[[time_stamp()]\] Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])")
user.attack_log += text("\[[time_stamp()]\] Used the [src.name] to flash [M.name] ([M.ckey])")
msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (JMP)",ckey=key_name(user),ckey_target=key_name(M))
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
user.do_attack_animation(M)
if(!clown_check(user)) return
if(broken)
user << "\The [src] is broken."
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
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!
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user << "*click* *click*"
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
var/flashfail = 0
if(iscarbon(M))
if (M.is_diona())
var/mob/living/carbon/C = M
var/datum/dionastats/DS = C.get_dionastats()
DS.stored_energy += 10
flick("e_flash", M.flash)
M.Weaken(5)
M.eye_blind = 5
return
var/safety = M:eyecheck(TRUE)
if(safety <= 0)
flick("e_flash", M.flash)
//Vaurca damage 15/01/16
var/mob/living/carbon/human/H = M
if(isvaurca(H))
var/obj/item/organ/eyes/E = H.get_eyes()
if(!E)
return
user << span("alert", "Your eyes burn with the intense light of the flash!")
M.Weaken(10)
E.damage += rand(10, 11)
if(E.damage > 12)
M.eye_blurry += rand(3,6)
if (E.damage >= E.min_broken_damage)
M.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
M.eye_blind = 5
M.eye_blurry = 5
M.disabilities |= NEARSIGHTED
addtimer(CALLBACK(M, /mob/.proc/reset_nearsighted), 100)
/* if(ishuman(M) && ishuman(user) && M.stat!=DEAD) //why is this even a thing
if(user.mind && user.mind in revs.current_antagonists)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
M.mind_initialize() //give them a mind datum if they don't have one.
if(M.mind.has_been_rev)
revsafe = 2
if(!revsafe)
M.mind.has_been_rev = 1
revs.add_antagonist(M.mind)
else if(revsafe == 1)
user << "Something seems to be blocking the flash!"
else
user << "This mind seems resistant to the flash!" */
else
flashfail = 1
else if(issilicon(M))
if(isrobot(M))
var/mob/living/silicon/robot/R = M
if(R.overclocked)
return
M.Weaken(rand(3,7)) //should be that borg is disabled for around 3-7 seconds
else
flashfail = 1
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
if(!flashfail)
flick("flash2", src)
if(!issilicon(M))
user.visible_message("[user] blinds [M] with the flash!")
else
user.visible_message("[user] overloads [M]'s sensors with the flash!")
else
user.visible_message("[user] fails to blind [M] with the flash!")
return
/obj/item/device/flash/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!user || !clown_check(user)) return
user.setClickCooldown(DEFAULT_ATTACK_COOLDOWN)
if(broken)
user.show_message("The [src.name] is broken", 2)
return
flash_recharge()
//spamming the flash before it's fully charged (60seconds) increases the chance of it breaking
//It will never break on the first use.
switch(times_used)
if(0 to 5)
if(prob(10*times_used)) //More consequential rolls are made the more you overuse the device.
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
return
times_used++
else //can only use it 5 times a minute
user.show_message("*click* *click*", 2)
return
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
flick("flash2", src)
if(user && isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
for(var/mob/living/carbon/M in oviewers(3, null))
if(prob(50))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
var/safety = M.eyecheck(TRUE)
if(safety < FLASH_PROTECTION_MODERATE)
if(!M.blinded)
flick("flash", M.flash)
return
/obj/item/device/flash/emp_act(severity)
if(broken) return
flash_recharge()
switch(times_used)
if(0 to 5)
if(prob(20*times_used))
broken = 1
icon_state = "flashburnt"
return
times_used++
if(istype(loc, /mob/living/carbon))
var/mob/living/carbon/M = loc
var/safety = M.eyecheck(TRUE)
if(safety < FLASH_PROTECTION_MODERATE)
flick("e_flash", M.flash)
for(var/mob/O in viewers(M, null))
O.show_message("[M] is blinded by the flash!")
..()
/obj/item/device/flash/synthetic
name = "synthetic flash"
desc = "When a problem arises, SCIENCE is the solution."
icon_state = "sflash"
origin_tech = list(TECH_MAGNET = 2, TECH_COMBAT = 1)
//attack_as_weapon
/obj/item/device/flash/synthetic/attack(mob/living/M, mob/living/user, var/target_zone)
..()
if(!broken)
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"
/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
..()
if(!broken)
broken = 1
user << "The bulb has burnt out!"
icon_state = "flashburnt"