/obj/item/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" icon = 'icons/obj/device.dmi' icon_state = "pointer" inhand_icon_state = "pen" worn_icon_state = "pen" var/pointer_icon_state flags_1 = CONDUCT_1 item_flags = NOBLUDGEON slot_flags = ITEM_SLOT_BELT custom_materials = list(/datum/material/iron=500, /datum/material/glass=500) w_class = WEIGHT_CLASS_SMALL var/turf/pointer_loc var/energy = 10 var/max_energy = 10 var/effectchance = 30 var/recharging = FALSE var/recharge_locked = FALSE var/obj/item/stock_parts/micro_laser/diode //used for upgrading! /obj/item/laser_pointer/red pointer_icon_state = "red_laser" /obj/item/laser_pointer/green pointer_icon_state = "green_laser" /obj/item/laser_pointer/blue pointer_icon_state = "blue_laser" /obj/item/laser_pointer/purple pointer_icon_state = "purple_laser" /obj/item/laser_pointer/Initialize() . = ..() diode = new(src) if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") /obj/item/laser_pointer/upgraded/Initialize() . = ..() diode = new /obj/item/stock_parts/micro_laser/ultra /obj/item/laser_pointer/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/stock_parts/micro_laser)) if(!diode) if(!user.transferItemToLoc(W, src)) return diode = W to_chat(user, "You install a [diode.name] in [src].") else to_chat(user, "[src] already has a diode installed!") else if(W.tool_behaviour == TOOL_SCREWDRIVER) if(diode) to_chat(user, "You remove the [diode.name] from \the [src].") diode.forceMove(drop_location()) diode = null else return ..() /obj/item/laser_pointer/examine(mob/user) . = ..() if(in_range(user, src) || isobserver(user)) if(!diode) . += "The diode is missing." else . += "A class [diode.rating] laser diode is installed. It is screwed in place." /obj/item/laser_pointer/afterattack(atom/target, mob/living/user, flag, params) . = ..() laser_act(target, user, params) /obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, params) if( !(user in (viewers(7,target))) ) return if (!diode) to_chat(user, "You point [src] at [target], but nothing happens!") return if (!user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS)) to_chat(user, "Your fingers can't press the button!") return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) to_chat(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)) var/mob/living/carbon/C = target if(user.zone_selected == BODY_ZONE_PRECISE_EYES) var/severity = 1 if(prob(33)) severity = 2 else if(prob(50)) severity = 0 //chance to actually hit the eyes depends on internal component if(prob(effectchance * diode.rating) && C.flash_act(severity)) outmsg = "You blind [C] by shining [src] in [C.p_their()] eyes." log_combat(user, C, "blinded with a laser pointer",src) else outmsg = "You fail to blind [C] by shining [src] at [C.p_their()] eyes!" log_combat(user, C, "attempted to blind with a laser pointer",src) //robots else if(iscyborg(target)) var/mob/living/silicon/S = target log_combat(user, S, "shone in the sensors", src) //chance to actually hit the eyes depends on internal component if(prob(effectchance * diode.rating)) S.flash_act(affect_silicon = 1) S.Paralyze(rand(100,200)) to_chat(S, "Your sensors were overloaded by a laser!") outmsg = "You overload [S] by shining [src] at [S.p_their()] sensors." else outmsg = "You fail to overload [S] by shining [src] at [S.p_their()] sensors!" //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target if(prob(effectchance * diode.rating)) C.emp_act(EMP_HEAVY) outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!" log_combat(user, C, "EMPed", src) else outmsg = "You miss the lens of [C] with [src]!" //catpeople for(var/mob/living/carbon/human/H in view(1,targloc)) if(!isfelinid(H) || H.incapacitated() || H.is_blind()) continue if(user.body_position == STANDING_UP) H.setDir(get_dir(H,targloc)) // kitty always looks at the light if(prob(effectchance * diode.rating)) H.visible_message("[H] makes a grab for the light!","LIGHT!") H.Move(targloc) log_combat(user, H, "moved with a laser pointer",src) else H.visible_message("[H] looks briefly distracted by the light.", "You're briefly tempted by the shiny light...") else H.visible_message("[H] stares at the light.", "You stare at the light...") //cats! for(var/mob/living/simple_animal/pet/cat/C in view(1,targloc)) if(prob(effectchance * diode.rating)) if(C.resting) C.set_resting(FALSE, instant = TRUE) C.visible_message("[C] pounces on the light!","LIGHT!") C.Move(targloc) C.Immobilize(1 SECONDS) else C.visible_message("[C] looks uninterested in your games.","You spot [user] shining [src] at you. How insulting!") //laser pointer image icon_state = "pointer_[pointer_icon_state]" var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10) var/list/click_params = params2list(params) if(click_params) if(click_params["icon-x"]) I.pixel_x = (text2num(click_params["icon-x"]) - 16) if(click_params["icon-y"]) I.pixel_y = (text2num(click_params["icon-y"]) - 16) else I.pixel_x = target.pixel_x + rand(-5,5) I.pixel_y = target.pixel_y + rand(-5,5) if(outmsg) to_chat(user, outmsg) else to_chat(user, "You point [src] at [target].") energy -= 1 if(energy <= max_energy) if(!recharging) recharging = TRUE START_PROCESSING(SSobj, src) if(energy <= 0) to_chat(user, "[src]'s battery is overused, it needs time to recharge!") recharge_locked = TRUE flick_overlay_view(I, targloc, 10) icon_state = "pointer" /obj/item/laser_pointer/process(delta_time) if(!diode) recharging = FALSE return PROCESS_KILL if(DT_PROB(10 + diode.rating*10 - recharge_locked*1, delta_time)) //t1 is 20, 2 40 energy += 1 if(energy >= max_energy) energy = max_energy recharging = FALSE recharge_locked = FALSE return ..()