/obj/item/weapon/cloaking_device name = "cloaking device" desc = "Use this to become invisible to the human eye. Contains a removable power cell behind a screwed compartment" description_info = "The default power cell will last for five minutes of continuous usage. It can be removed and recharged or replaced with a better one using a screwdriver.\
This will not make you inaudible, your footsteps can still be heard, and it will make a very distinctive sound when uncloaking.\
Any items you're holding in your hands can still be seen." description_antag = "Being cloaked makes you impossible to click on, which offers a major advantage in combat. People can only hit you by blind-firing in your direction." icon = 'icons/obj/device.dmi' icon_state = "shield0" var/active = 0.0 flags = CONDUCT item_state = "electronic" throwforce = 10.0 throw_speed = 2 throw_range = 10 w_class = 2.0 origin_tech = list(TECH_MAGNET = 3, TECH_ILLEGAL = 4) var/power_usage = 35000//A high powered cell allows 5 minutes of continuous usage //Note it can be toggled on and off easily. You can make it last an hour if you only use it when //people are nearby to see. Carry spare/better cells for extended cloaking. var/obj/item/weapon/cell/cell = null var/mob/living/owner = null var/datum/modifier/cloaking_device/modifier = null /obj/item/weapon/cloaking_device/New() ..() cloaking_devices += src cell = new /obj/item/weapon/cell/high(src) /obj/item/weapon/cloaking_device/Destroy() . = ..() cloaking_devices -= src /obj/item/weapon/cloaking_device/equipped(var/mob/user, var/slot) ..() //Picked up or switched hands or worn register_owner(user) //Handles dropped or thrown cloakers /obj/item/weapon/cloaking_device/dropped(var/mob/user) ..() var/mob/M = get_holding_mob() if(!M) register_owner(null) //Either placed somewhere or given to someone. //M will be null if we were dropped on the floor, thats fine, the register function will handle it //If M contains someone other than the owner, then this device was just passed to someone //If M contains the owner then the item hasn't actually been dropped, its just the quirk mentioned above /obj/item/weapon/cloaking_device/attack_self(mob/user as mob) if (istype(loc, /mob) && loc == user)//safety check incase of shenanigans register_owner(user) if (active) deactivate() else activate() src.add_fingerprint(user) return /obj/item/weapon/cloaking_device/proc/activate() if (active) return if (!cell || !cell.checked_use(power_usage*5*CELLRATE))//Costs a small burst to enter cloak if (owner) owner << "The [src] clicks uselessly, it has no power left." playsound(get_turf(src), 'sound/weapons/empty.ogg', 25, 1) return START_PROCESSING(SSprocessing, src) active = 1 src.icon_state = "shield1" stop_modifier() playsound(src, 'sound/effects/phasein.ogg', 10, 1, -2)//Cloaking is quieter than uncloaking if (owner) owner << "\The [src] is now active." start_modifier() /obj/item/weapon/cloaking_device/proc/deactivate() if (!active) return active = 0 src.icon_state = "shield0" if (owner) owner << "\The [src] is now inactive." playsound(src, 'sound/effects/phasein.ogg', 50, 1) stop_modifier() STOP_PROCESSING(SSprocessing, src) /obj/item/weapon/cloaking_device/emp_act(severity) deactivate() if (cell) cell.emp_act(severity) ..() /obj/item/weapon/cloaking_device/proc/register_owner(var/mob/user) if (!owner || owner != user) stop_modifier() owner = user if (!modifier) start_modifier() /obj/item/weapon/cloaking_device/proc/start_modifier() if (!owner) owner = get_holding_mob() if (owner) modifier = owner.add_modifier(/datum/modifier/cloaking_device, MODIFIER_ITEM, src, override = MODIFIER_OVERRIDE_NEIGHBOR, _check_interval = 30) /obj/item/weapon/cloaking_device/proc/stop_modifier() if (modifier) modifier.stop(1) modifier = null /obj/item/weapon/cloaking_device/attackby(obj/item/weapon/W as obj, mob/user as mob) if(istype(W, /obj/item/weapon/cell)) if(!cell) user.drop_from_inventory(W,src) cell = W user << "You install a cell in [src]." update_icon() else user << "[src] already has a cell." else if(isscrewdriver(W)) if(cell) cell.update_icon() cell.forceMove(get_turf(src.loc)) cell = null user << "You remove the cell from the [src]." deactivate() return ..() /obj/item/weapon/cloaking_device/examine(mob/user) ..() if (!cell) user << "It needs a power cell to function." else user << "It has [cell.percent()]% power remaining" /obj/item/weapon/cloaking_device/process() if (!cell || !cell.checked_use(power_usage*CELLRATE)) deactivate() return else if (!modifier) owner = null start_modifier() /* Modifier */ /datum/modifier/cloaking_device/activate() ..() var/mob/living/L = target L.cloaked = 1 L.mouse_opacity = 0 L.update_icons() /datum/modifier/cloaking_device/deactivate() ..() for (var/a in cloaking_devices)//Check for any other cloaks if (a != source) var/obj/item/weapon/cloaking_device/CD = a if (CD.get_holding_mob() == target) if (CD.active)//If target is holding another active cloak then we wont remove their stealth return var/mob/living/L = target L.cloaked = 0 L.mouse_opacity = 1 L.update_icons() /datum/modifier/cloaking_device/check_validity() .=..() if (. == 1) var/obj/item/weapon/cloaking_device/C = source if (!C.active) return validity_fail("Cloak is inactive!")