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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
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#define CONFUSION_STACK_MAX_MULTIPLIER 2
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/obj/item/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon = 'icons/obj/devices/flash.dmi'
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icon_state = "flash"
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inhand_icon_state = "flashtool"
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lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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assembly_flags = ASSEMBLY_NO_DUPLICATES
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT*3, /datum/material/glass = SMALL_MATERIAL_AMOUNT*3)
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light_system = OVERLAY_LIGHT //Used as a flash here.
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light_range = FLASH_LIGHT_RANGE
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light_color = COLOR_WHITE
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light_power = FLASH_LIGHT_POWER
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light_on = FALSE
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/// Whether we currently have the flashing overlay.
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var/flashing = FALSE
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/// The overlay we use for flashing.
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var/flashing_overlay = "flash-f"
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var/times_used = 0 //Number of times it's been used.
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var/burnt_out = FALSE //Is the flash burnt out?
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var/burnout_resistance = 0
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var/last_used = 0 //last world.time it was used.
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var/cooldown = 0
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var/last_trigger = 0 //Last time it was successfully triggered.
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/obj/item/assembly/flash/Initialize(mapload)
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. = ..()
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RegisterSignal(src, COMSIG_ITEM_IN_UNWRAPPED_TRAITOR_MAIL, PROC_REF(on_mail_unwrap))
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/obj/item/assembly/flash/suicide_act(mob/living/user)
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if(burnt_out)
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but it's burnt out!"))
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return SHAME
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else if(user.is_blind())
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it ... but [user.p_theyre()] blind!"))
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return SHAME
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user.visible_message(span_suicide("[user] raises \the [src] up to [user.p_their()] eyes and activates it! It looks like [user.p_theyre()] trying to commit suicide!"))
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attack(user,user)
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return FIRELOSS
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/obj/item/assembly/flash/update_icon(updates=ALL, flash = FALSE)
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inhand_icon_state = "[burnt_out ? "flashtool_burnt" : "[initial(inhand_icon_state)]"]"
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flashing = flash
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. = ..()
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if(flash)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom/, update_icon)), 0.5 SECONDS)
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holder?.update_icon(updates)
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/obj/item/assembly/flash/update_overlays()
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attached_overlays = list()
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. = ..()
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if(burnt_out)
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. += "flashburnt"
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attached_overlays += "flashburnt"
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if(flashing)
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. += flashing_overlay
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attached_overlays += flashing_overlay
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/obj/item/assembly/flash/update_name()
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name = "[burnt_out ? "burnt-out [initial(name)]" : "[initial(name)]"]"
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return ..()
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/obj/item/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
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flash_mob(user, user, confusion_duration = 15 SECONDS, targeted = FALSE)
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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if(!burnt_out)
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burnt_out = TRUE
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loc?.visible_message(span_danger("[src] burns out!"),span_userdanger("[src] burns out!"))
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update_appearance()
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/obj/item/assembly/flash/proc/flash_recharge(interval = 10)
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed / 10, seconds >= interval, seconds -= interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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if(max(0, prob(times_used * 3) - burnout_resistance)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return FALSE
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return TRUE
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//BYPASS CHECKS ALSO PREVENTS BURNOUT!
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/obj/item/assembly/flash/proc/AOE_flash(bypass_checks = FALSE, range = 3, confusion_duration = 5 SECONDS, mob/user)
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if(!bypass_checks && !try_use_flash())
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return FALSE
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var/list/mob/targets = get_flash_targets(get_turf(src), range, FALSE)
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if(user)
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targets -= user
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to_chat(user, span_danger("[src] emits a blinding light!"))
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for(var/mob/living/nearby_living in targets)
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flash_mob(nearby_living, user, confusion_duration, targeted = FALSE, generic_message = TRUE)
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return TRUE
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/obj/item/assembly/flash/proc/get_flash_targets(atom/target_loc, range = 3, override_vision_checks = FALSE)
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if(!target_loc)
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target_loc = loc
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if(override_vision_checks)
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return get_hearers_in_view(range, get_turf(target_loc))
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if(isturf(target_loc) || (ismob(target_loc) && isturf(target_loc.loc)))
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return viewers(range, get_turf(target_loc))
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else
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return typecache_filter_list(target_loc.get_all_contents(), GLOB.typecache_living)
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/obj/item/assembly/flash/proc/try_use_flash(mob/user = null)
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if(burnt_out || (world.time < last_trigger + cooldown))
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return FALSE
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last_trigger = world.time
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playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
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set_light_on(TRUE)
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addtimer(CALLBACK(src, PROC_REF(flash_end)), FLASH_LIGHT_DURATION, TIMER_OVERRIDE|TIMER_UNIQUE)
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times_used++
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if(!flash_recharge())
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return FALSE
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update_icon(ALL, TRUE)
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update_name(ALL) //so if burnt_out was somehow reverted to 0 the name changes back to flash
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if(user && !clown_check(user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/proc/flash_end()
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set_light_on(FALSE)
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/**
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* Handles actual flashing part of the attack
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*
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* This proc is awful in every sense of the way, someone should definitely refactor this whole code.
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* Arguments:
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* * M - Victim
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* * user - Attacker
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* * confusion_duration - handles the amount of confusion it gives you
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* * targeted - determines if it was aoe or targeted
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* * generic_message - checks if it should display default message.
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*/
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/obj/item/assembly/flash/proc/flash_mob(mob/living/flashed, mob/user, confusion_duration = 15 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
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if(!istype(flashed))
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return FALSE
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if(user)
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log_combat(user, flashed, "[targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", src)
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else //caused by emp/remote signal
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flashed.log_message("was [targeted? "flashed(targeted)" : "flashed(AOE)"] [extra_log]", LOG_ATTACK)
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if(generic_message && flashed != user)
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to_chat(flashed, span_danger("[src] emits a blinding light!"))
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var/deviation = calculate_deviation(flashed, user || src)
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if(user)
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var/sigreturn = SEND_SIGNAL(user, COMSIG_MOB_PRE_FLASHED_MOB, flashed, src, deviation)
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if(sigreturn & STOP_FLASH)
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return FALSE
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if(sigreturn & DEVIATION_OVERRIDE_FULL)
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deviation = DEVIATION_FULL
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else if(sigreturn & DEVIATION_OVERRIDE_PARTIAL)
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deviation = DEVIATION_PARTIAL
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else if(sigreturn & DEVIATION_OVERRIDE_NONE)
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deviation = DEVIATION_NONE
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//If you face away from someone they shouldn't notice any effects.
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if(deviation == DEVIATION_FULL)
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return FALSE
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var/flash_result = flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE)
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if(!flash_result)
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if(targeted)
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if(user)
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visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_danger("[user] fails to blind you with the flash!"))
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else
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to_chat(flashed, span_danger("[src] fails to blind you!"))
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return FALSE
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flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * CONFUSION_STACK_MAX_MULTIPLIER)
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if(!targeted)
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return TRUE
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if(flash_result != FLASH_COMPLETED) //If the behavior was overwritten, we just skip the flashy stunny part and go with the override behavior instead
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if(issilicon(flashed))
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if(flashed.is_blind())
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var/flash_duration = rand(8,12) SECONDS
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flashed.Paralyze(flash_duration)
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flashed.set_temp_blindness_if_lower(flash_duration)
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if(user)
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user.visible_message(span_warning("[user] overloads [flashed]'s sensors and computing with the flash!"), span_danger("You overload [flashed]'s sensors and computing with the flash!"))
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else
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to_chat(flashed, "[src] overloads your sensors and computing!")
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else
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flashed.set_temp_blindness_if_lower( (rand(5,15) SECONDS))
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if(user)
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user.visible_message(span_warning("[user] blinds [flashed] with the flash!"), span_danger("You blind [flashed] with the flash!"))
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else
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to_chat(flashed, "You're blinded by [src]!")
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else
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//easy way to make sure that you can only long stun someone who is facing in your direction
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flashed.adjust_stamina_loss(rand(80, 120) * (1 - (deviation * 0.5)))
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flashed.Knockdown(rand(25, 50) * (1 - (deviation * 0.5)))
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if(user)
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visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_userdanger("[user] blinds you with the flash!"))
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else
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to_chat(flashed, "You're blinded by [src]!")
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if(user)
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SEND_SIGNAL(user, COMSIG_MOB_SUCCESSFUL_FLASHED_MOB, flashed, src, deviation)
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return TRUE
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/**
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* Handles the directionality of the attack
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*
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* Returns the amount of 'deviation', 0 being facing each other, 1 being sideways, 2 being facing away from each other.
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* Arguments:
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* * victim - Victim
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* * attacker - Attacker
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*/
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/obj/item/assembly/flash/proc/calculate_deviation(mob/victim, atom/attacker)
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// Tactical combat emote-spinning should not counter intended gameplay mechanics.
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// This trumps same-loc checks to discourage floor spinning in general to counter flashes.
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// In short, combat spinning is silly and you should feel silly for doing it.
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if(HAS_TRAIT(victim, TRAIT_SPINNING))
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return DEVIATION_NONE
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// I don't want to mess with cyborgs' deep-rooted weakness to flashes
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if(issilicon(victim))
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return DEVIATION_NONE
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if(iscarbon(victim))
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var/mob/living/carbon/carbon_victim = victim
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if(carbon_victim.get_eye_protection() < FLASH_PROTECTION_SENSITIVE) // If we have really bad flash sensitivity, usually due to really sensitive eyes, we get flashed from all directions
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return DEVIATION_NONE
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var/turf/attacker_turf = get_turf(attacker)
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// Are they on the same tile? We'll return partial deviation. This may be someone flashing while lying down
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// or flashing someone they're stood on the same turf as, or a borg flashing someone buckled to them.
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if(victim.loc == attacker_turf)
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return DEVIATION_PARTIAL
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// If the victim was looking at the attacker, this is the direction they'd have to be facing.
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var/victim_to_attacker = get_dir(victim, attacker_turf)
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// The victim's dir is necessarily a cardinal value.
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var/victim_dir = victim.dir
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// - - -
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// - V - Victim facing south
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// # # #
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// Attacker within 45 degrees of where the victim is facing.
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if(victim_dir & victim_to_attacker)
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return DEVIATION_NONE
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// # # #
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// - V - Victim facing south
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// - - -
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// Attacker at 135 or more degrees of where the victim is facing.
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if(victim_dir & REVERSE_DIR(victim_to_attacker))
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return DEVIATION_FULL
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// - - -
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// # V # Victim facing south
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// - - -
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// Attacker lateral to the victim.
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return DEVIATION_PARTIAL
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/obj/item/assembly/flash/proc/on_mail_unwrap(atom/source, mob/user, obj/item/mail/traitor/letter)
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SIGNAL_HANDLER
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if(!try_use_flash())
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return NONE
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to_chat(user, span_danger("As you open [letter], a very bright light shoots out from inside!"))
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flash_mob(user)
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forceMove(user.loc)
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return COMPONENT_TRAITOR_MAIL_HANDLED
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/obj/item/assembly/flash/attack(mob/living/target, mob/user)
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if(!try_use_flash(user))
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return FALSE
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flash_mob(target, user, confusion_duration = 5 SECONDS, targeted = TRUE)
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return TRUE
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/obj/item/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return FALSE
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if(!AOE_flash(user = user))
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return FALSE
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return TRUE
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/obj/item/assembly/flash/emp_act(severity)
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. = ..()
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if(. & EMP_PROTECT_SELF)
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return
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if(!AOE_flash())
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return
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burn_out()
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/obj/item/assembly/flash/activate()//AOE flash on signal received
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if(!..())
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return
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AOE_flash()
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/obj/item/assembly/flash/cyborg
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/obj/item/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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. = ..()
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if (.)
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attack_self(mob/user)
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. = ..()
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if (.)
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new /obj/effect/temp_visual/borgflash(get_turf(src))
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/obj/item/assembly/flash/cyborg/attackby(obj/item/W, mob/user, list/modifiers, list/attack_modifiers)
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return
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/obj/item/assembly/flash/cyborg/screwdriver_act(mob/living/user, obj/item/I)
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return
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/obj/item/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon_state = "memorizer"
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inhand_icon_state = "nullrod"
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lefthand_file = 'icons/mob/inhands/weapons/melee_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/weapons/melee_righthand.dmi'
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/obj/item/assembly/flash/handheld //this is now the regular pocket flashes
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custom_materials = list(/datum/material/iron = SMALL_MATERIAL_AMOUNT * 7.5, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 7.5)
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/obj/item/assembly/flash/armimplant
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name = "photon projector"
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desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
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var/flashcd = 20
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var/overheat = 0
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//Wearef to our arm
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var/datum/weakref/arm
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/obj/item/assembly/flash/armimplant/burn_out()
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var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector implant overheats and deactivates!"))
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real_arm.Retract()
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd * 2)
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/obj/item/assembly/flash/armimplant/try_use_flash(mob/user = null)
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if(overheat)
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var/obj/item/organ/cyberimp/arm/toolkit/flash/real_arm = arm.resolve()
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if(real_arm?.owner)
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to_chat(real_arm.owner, span_warning("Your photon projector is running too hot to be used again so quickly!"))
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return FALSE
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overheat = TRUE
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addtimer(CALLBACK(src, PROC_REF(cooldown)), flashcd)
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playsound(src, 'sound/items/weapons/flash.ogg', 100, TRUE)
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update_icon(ALL, TRUE)
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return TRUE
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/obj/item/assembly/flash/armimplant/proc/cooldown()
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overheat = FALSE
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/obj/item/assembly/flash/armimplant/screwdriver_act(mob/living/user, obj/item/I)
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to_chat(user, span_notice("\The [src] is an implant! It cannot be unsecured!"))
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add_fingerprint(user)
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/obj/item/assembly/flash/hypnotic
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desc = "A modified flash device, programmed to emit a sequence of subliminal flashes that can send a vulnerable target into a hypnotic trance."
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flashing_overlay = "mindflash"
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light_color = LIGHT_COLOR_PINK
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cooldown = 20
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/obj/item/assembly/flash/hypnotic/burn_out()
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return
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/obj/item/assembly/flash/hypnotic/flash_mob(mob/living/flashed, mob/user, confusion_duration = 5 SECONDS, targeted = TRUE, generic_message = FALSE, extra_log = null)
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if(user)
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log_combat(user, flashed, "[targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", src)
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else //caused by emp/remote signal
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flashed.log_message("was [targeted? "hypno-flashed(targeted)" : "hypno-flashed(AOE)"] [extra_log]", LOG_ATTACK)
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if(generic_message && flashed != user)
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to_chat(flashed, span_notice("[src] emits a soothing light..."))
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if(!flashed.flash_act(1, override_blindness_check = targeted, affect_silicon = TRUE))
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|
if(targeted)
|
|
if(user)
|
|
user.visible_message(span_warning("[user] fails to blind [flashed] with the flash!"), span_warning("You fail to hypno-flash [flashed]!"))
|
|
else
|
|
to_chat(flashed, span_danger("[src] fails to blind you!"))
|
|
return FALSE
|
|
|
|
if(!targeted)
|
|
to_chat(flashed, span_notice("Such a pretty light..."))
|
|
flashed.adjust_confusion_up_to(confusion_duration, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
|
|
flashed.adjust_dizzy_up_to(8 SECONDS, 40 SECONDS)
|
|
flashed.adjust_drowsiness_up_to(8 SECONDS, 40 SECONDS)
|
|
flashed.adjust_pacifism(4 SECONDS)
|
|
return TRUE
|
|
|
|
if(user)
|
|
user.visible_message(span_danger("[user] blinds [flashed] with the flash!"), span_danger("You hypno-flash [flashed]!"))
|
|
else
|
|
to_chat(flashed, "You're blinded by [src]!")
|
|
|
|
if(!flashed.hypnosis_vulnerable())
|
|
to_chat(flashed, span_hypnophrase("The light makes you feel oddly relaxed..."))
|
|
flashed.adjust_confusion_up_to(confusion_duration * 2, confusion_duration * 2 * CONFUSION_STACK_MAX_MULTIPLIER)
|
|
flashed.adjust_dizzy_up_to(20 SECONDS, 40 SECONDS)
|
|
flashed.adjust_drowsiness_up_to(20 SECONDS, 40 SECONDS)
|
|
flashed.adjust_pacifism(10 SECONDS)
|
|
else
|
|
flashed.apply_status_effect(/datum/status_effect/trance, 200, TRUE)
|
|
|
|
#undef CONFUSION_STACK_MAX_MULTIPLIER
|