Files
Bubberstation/code/modules/assembly/flash.dm
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00

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/obj/item/device/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
throwforce = 0
w_class = 1
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
crit_fail = 0 //Is the flash burnt out?
var/times_used = 0 //Number of times it's been used.
var/last_used = 0 //last world.time it was used.
/obj/item/device/assembly/flash/update_icon(var/flash = 0)
cut_overlays()
attached_overlays = list()
if(crit_fail)
add_overlay("flashburnt")
attached_overlays += "flashburnt"
if(flash)
add_overlay("flash-f")
attached_overlays += "flash-f"
spawn(5)
update_icon()
if(holder)
holder.update_icon()
/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/device/assembly/flash/activate()
if(!try_use_flash())
return 0
var/turf/T = get_turf(src)
T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
for(var/mob/living/carbon/M in viewers(3, T))
flash_carbon(M, null, 5, 0)
/obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
if(!crit_fail)
crit_fail = 1
update_icon()
var/turf/T = get_turf(src)
T.visible_message("The [src.name] burns out!")
/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
return 1
/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
flash_recharge(10)
if(crit_fail)
return 0
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 15, targeted = 1)
add_logs(user, M, "flashed", src)
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.confused += power
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
user << "<span class='danger'>You blind [M] with the flash!</span>"
M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
else
if(M.flash_eyes())
M.confused += power
/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return 1
else if(issilicon(M))
add_logs(user, M, "flashed", src)
update_icon(1)
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>", "<span class='danger'>You overload [M]'s sensors with the flash!</span>")
return 1
user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return 0
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s flash emits a blinding light!</span>", "<span class='danger'>Your flash emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 1, 0)
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash() || !loc)
return 0
for(var/mob/living/carbon/M in viewers(3, loc))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(ticker.mode.add_revolutionary(M.mind))
M.Stun(3)
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
/obj/item/device/assembly/flash/cyborg
origin_tech = null
/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
/obj/item/device/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes