mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
This was due to the master controller using update_powered_status() instead of power_change(), but many machines override power_change() to do various things when the machine gains or loses power.
153 lines
4.2 KiB
Plaintext
153 lines
4.2 KiB
Plaintext
// It is a gizmo that flashes a small area
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/obj/machinery/flasher
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name = "Mounted flash"
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desc = "A wall-mounted flashbulb device."
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icon = 'icons/obj/stationobjs.dmi'
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icon_state = "mflash1"
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var/id = null
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var/range = 2 //this is roughly the size of brig cell
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var/disable = 0
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var/last_flash = 0 //Don't want it getting spammed like regular flashes
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var/strength = 10 //How weakened targets are when flashed.
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var/base_state = "mflash"
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anchored = 1
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/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
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name = "portable flasher"
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desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
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icon_state = "pflash1"
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strength = 8
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anchored = 0
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base_state = "pflash"
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density = 1
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/*
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/obj/machinery/flasher/New()
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sleep(4) //<--- What the fuck are you doing? D=
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src.sd_SetLuminosity(2)
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*/
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/obj/machinery/flasher/power_change()
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..()
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if ( !(stat & NOPOWER) )
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icon_state = "[base_state]1"
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// src.sd_SetLuminosity(2)
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else
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icon_state = "[base_state]1-p"
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// src.sd_SetLuminosity(0)
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//Don't want to render prison breaks impossible
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/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wirecutters))
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add_fingerprint(user)
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src.disable = !src.disable
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if (src.disable)
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user.visible_message("\red [user] has disconnected the [src]'s flashbulb!", "\red You disconnect the [src]'s flashbulb!")
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if (!src.disable)
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user.visible_message("\red [user] has connected the [src]'s flashbulb!", "\red You connect the [src]'s flashbulb!")
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//Let the AI trigger them directly.
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/obj/machinery/flasher/attack_ai()
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if (src.anchored)
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return src.flash()
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else
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return
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/obj/machinery/flasher/proc/flash()
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if (!(powered()))
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return
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if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
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return
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("[base_state]_flash", src)
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src.last_flash = world.time
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use_power(1500)
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for (var/mob/O in viewers(src, null))
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if (get_dist(src, O) > src.range)
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continue
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if (istype(O, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = O
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if(!H.eyecheck() <= 0)
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continue
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if (istype(O, /mob/living/carbon/alien))//So aliens don't get flashed (they have no external eyes)/N
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continue
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O.Weaken(strength)
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if (istype(O, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = O
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var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
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if ((E.damage > E.min_bruised_damage && prob(E.damage + 50)))
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flick("e_flash", O:flash)
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E.damage += rand(1, 5)
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else
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if(!O.blinded)
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flick("flash", O:flash)
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/obj/machinery/flasher/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(prob(75/severity))
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flash()
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..(severity)
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/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
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if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
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return
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if(istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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if ((M.m_intent != "walk") && (src.anchored))
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src.flash()
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/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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add_fingerprint(user)
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src.anchored = !src.anchored
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if (!src.anchored)
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user.show_message(text("\red [src] can now be moved."))
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src.overlays.Cut()
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else if (src.anchored)
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user.show_message(text("\red [src] is now secured."))
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src.overlays += "[base_state]-s"
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/obj/machinery/flasher_button/attack_ai(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/flasher_button/attack_paw(mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/flasher_button/attackby(obj/item/weapon/W, mob/user as mob)
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return src.attack_hand(user)
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/obj/machinery/flasher_button/attack_hand(mob/user as mob)
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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return
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use_power(5)
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active = 1
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icon_state = "launcheract"
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for(var/obj/machinery/flasher/M in world)
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if(M.id == src.id)
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spawn()
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M.flash()
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sleep(50)
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icon_state = "launcherbtt"
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active = 0
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return |