mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-17 20:47:29 +00:00
Changed all the hair/facial_hair/eye sprites to use a white base. Changed the preview screen, in the preference menu, to use ICON_MULTIPLY to be able to use the new white sprites. Removed the unused and broken cloaking item. Ninjas now use the alpha variable, removed most of the checks for it. Updated the documentation a bit. Added some helper procs for later.
204 lines
6.0 KiB
Plaintext
204 lines
6.0 KiB
Plaintext
/obj/item/device/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_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 = 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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/obj/item/device/flash/proc/clown_check(mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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user << "\red [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/proc/burn_out(mob/user = null) //Made so you can override it if you want to have an invincible flash from R&D or something.
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broken = 1
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icon_state = "flashburnt"
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if(user)
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user << "<span class='warning'>The bulb has burnt out!</span>"
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/obj/item/device/flash/attack(mob/living/M, mob/user)
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if(!user || !M) return //sanity
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add_logs(user, M, "flashed", object="[src.name]")
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if(!clown_check(user)) return
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if(broken)
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user << "<span class='warning'>[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(prob(times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out(user)
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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(safety <= 0)
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M.Weaken(10)
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flick("e_flash", M.flash)
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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)
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if(M.client)
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if(M.stat == CONSCIOUS)
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var/revsafe = 0
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if(isloyal(M))
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revsafe = 1
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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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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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else
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</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(rand(5,10))
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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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flick("flash2", 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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/obj/item/device/flash/attack_self(mob/living/carbon/user, 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'>[src] 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(prob(2*times_used)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out(user)
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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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flick("flash2", 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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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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burn_out()
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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, mob/user)
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..()
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if(!broken)
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burn_out(user)
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/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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..()
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if(!broken)
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burn_out(user) |