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CHOMPStation2/code/game/machinery/flasher.dm

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