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https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-07 23:42:44 +00:00
*TABLEPASS was already totally obsolete. FPRINT was used, but it was on virtually everything anyway. Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense. If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
177 lines
5.3 KiB
Plaintext
177 lines
5.3 KiB
Plaintext
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/obj/item/device/laser_pointer
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name = "laser pointer"
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desc = "Don't shine it in your eyes!"
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icon = 'icons/obj/device.dmi'
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icon_state = "pointer"
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item_state = "pen"
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var/pointer_icon_state
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flags = CONDUCT
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slot_flags = SLOT_BELT
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m_amt = 500
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g_amt = 500
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w_class = 1.0
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origin_tech = "combat=1"
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origin_tech = "magnets=2"
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var/turf/pointer_loc
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var/energy = 5
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var/max_energy = 5
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var/recharging = 0
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var/recharge_locked = 0
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/obj/item/device/laser_pointer/red
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pointer_icon_state = "red_laser"
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/obj/item/device/laser_pointer/green
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pointer_icon_state = "green_laser"
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/obj/item/device/laser_pointer/blue
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pointer_icon_state = "blue_laser"
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/obj/item/device/laser_pointer/purple
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pointer_icon_state = "purple_laser"
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/obj/item/device/laser_pointer/New()
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..()
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if(!pointer_icon_state)
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pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
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/obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
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laser_act(M, user)
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/obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
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if(flag) //we're placing the object on a table or in backpack
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return
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laser_act(target, user)
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/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
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if( !(user in (viewers(7,target))) )
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return
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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if(user.has_mutation(HULK))
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user << "<span class='warning'>Your meaty finger is too large for the button!</span>"
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return
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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if(C.is_mutantrace("adamantine"))
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user << "<span class='warning'>Your metal fingers can't press the button!</span>"
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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user << "<span class='notice'>You point [src] at [target], but it's still charging.</span>"
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return
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var/outmsg
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var/turf/targloc = get_turf(target)
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//human/alien mobs
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if(iscarbon(target))
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if(user.zone_sel.selecting == "eyes")
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var/mob/living/carbon/C = target
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//20% chance to actually hit the eyes
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if(prob(20))
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add_logs(user, C, "shone in the eyes", object="laser pointer")
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//eye target check
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outmsg = "<span class='notice'>You blind [C] by shining [src] in their eyes.</span>"
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var/eye_prot = C.eyecheck()
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if(C.blinded || eye_prot >= 2)
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eye_prot = 4
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var/severity = 3 - eye_prot
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if(prob(33))
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severity += 1
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else if(prob(50))
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severity -= 1
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severity = min(max(severity, 0), 4)
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switch(severity)
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if(0)
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//no effect
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C << "<span class='info'>A small, bright dot appears in your vision.</span>"
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if(1)
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//industrial grade eye protection
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C.eye_stat += rand(0, 2)
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C << "<span class='notice'>Something bright flashes in the corner of your vision!</span>"
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if(2)
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//basic eye protection (sunglasses)
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flick("flash", C.flash)
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C.eye_stat += rand(1, 6)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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if(3)
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//no eye protection
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if(prob(2))
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C.Weaken(1)
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flick("e_flash", C.flash)
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C.eye_stat += rand(3, 7)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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if(4)
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//the effect has been worsened by something
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if(prob(5))
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C.Weaken(1)
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flick("e_flash", C.flash)
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C.eye_stat += rand(5, 10)
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C << "<span class='danger'>Your eyes were blinded!</span>"
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else
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outmsg = "<span class='notice'>You fail to blind [C] by shining [src] at their eyes.</span>"
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//robots and AI
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else if(issilicon(target))
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var/mob/living/silicon/S = target
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//20% chance to actually hit the sensors
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if(prob(20))
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S.Weaken(rand(5,10))
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S << "<span class='warning'>Your sensors were overloaded by a laser!</span>"
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outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
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add_logs(user, S, "shone in the sensors", object="laser pointer")
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else
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outmsg = "<span class='notice'>You fail to overload [S] by shining [src] at their sensors.</span>"
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//cameras
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else if(istype(target, /obj/machinery/camera))
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var/obj/machinery/camera/C = target
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if(prob(20))
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C.emp_act(1)
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outmsg = "<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>"
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add_logs(user, C, "EMPed", object="laser pointer")
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else
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outmsg = "<span class='info'>You missed the lens of [C] with [src].</span>"
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//laser pointer image
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icon_state = "pointer_[pointer_icon_state]"
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var/list/showto = list()
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for(var/mob/M in range(7,targloc))
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if(M.client)
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showto.Add(M.client)
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var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10)
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I.pixel_x = target.pixel_x + rand(-5,5)
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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user << outmsg
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else
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user << "<span class='info'>You point [src] at [target].</span>"
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energy -= 1
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if(energy <= max_energy)
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if(!recharging)
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recharging = 1
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processing_objects.Add(src)
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if(energy <= 0)
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user << "<span class='warning'>You've overused the battery of [src], now it needs time to recharge!</span>"
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recharge_locked = 1
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flick_overlay(I, showto, 10)
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icon_state = "pointer"
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/obj/item/device/laser_pointer/process()
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if(prob(20 - recharge_locked*5))
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energy += 1
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if(energy >= max_energy)
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energy = max_energy
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recharging = 0
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recharge_locked = 0
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..()
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