mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 03:27:05 +01:00
Merge remote-tracking branch 'upstream/master'
This commit is contained in:
@@ -1,227 +1,148 @@
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/obj/item/device/flash
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name = "flash"
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desc = "Used for blinding and being an asshole."
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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 = FPRINT | TABLEPASS| CONDUCT
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throwforce = 0
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w_class = 1
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throw_speed = 3
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throw_range = 7
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flags = FPRINT | TABLEPASS | 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(var/mob/user)
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/obj/item/device/flash/proc/clown_check(mob/user)
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if(user && (M_CLUMSY in user.mutations) && prob(50))
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user << "\red \The [src] slips out of your hand."
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user.drop_item()
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flash_carbon(user, user, 15, 0)
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user.visible_message("<span class='disarm'>[user] blinds [user] with the flash!</span>")
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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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/obj/item/device/flash/proc/burn_out() //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 = "[initial(icon_state)]burnt"
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visible_message("<span class='notice'>The [src.name] burns out!</span>")
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/obj/item/device/flash/proc/flash_recharge(var/mob/user)
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if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out()
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return 0
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
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times_used--
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last_used = world.time
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times_used = max(0,round(times_used)) //sanity
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times_used = max(0, times_used) //sanity
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/obj/item/device/flash/attack(mob/living/M as mob, mob/user as mob)
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if(!user || !M) return //sanity
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/obj/item/device/flash/proc/try_use_flash(var/mob/user)
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flash_recharge(user)
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M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
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user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
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if(M.ckey)
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msg_admin_attack("[user.name] ([user.ckey]) Used the [src.name] to flash [M.name] ([M.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(!iscarbon(user))
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M.LAssailant = null
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else
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M.LAssailant = user
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if(!clown_check(user)) return
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if(broken)
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user << "<span class='warning'>\The [src] is broken.</span>"
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return
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return 0
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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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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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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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flick("[initial(icon_state)]2", src)
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times_used++
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if(user && !clown_check(user))
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return 0
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return 1
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/obj/item/device/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, convert = 1)
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add_logs(M, user, "flashed", object="the flash")
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var/safety = M:eyecheck()
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if(safety <= 0)
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M.confused += power
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flick("e_flash", M.flash)
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if(user && convert)
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terrible_conversion_proc(M, user)
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M.Stun(1)
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/obj/item/device/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return 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(5)
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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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var/revsafe = 0
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for(var/obj/item/weapon/implant/loyalty/L in M)
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if(L && L.implanted)
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revsafe = 1
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break
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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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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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flash_carbon(M, user, 5, 1)
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user.visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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return 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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add_logs(M, user, "flashed", object="[src.name]")
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user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>")
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return 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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return
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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 as mob, 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'>The [src.name] 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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broken = 1
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user << "<span class='warning'>The bulb has burnt out!</span>"
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icon_state = "flashburnt"
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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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/obj/item/device/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!try_use_flash(user))
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return 0
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for(var/mob/living/carbon/M in oviewers(3, null))
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if(prob(50))
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if (locate(/obj/item/weapon/cloaking_device, M))
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for(var/obj/item/weapon/cloaking_device/S in M)
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S.active = 0
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S.icon_state = "shield0"
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if(M.alpha < 255)
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var/oldalpha = M.alpha
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if(prob(80))
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M.alpha = 255
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M.visible_message("<span class='warning'>[M] suddenly becomes fully visible!</span>",\
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"<span class='warning'>You see a bright flash of light and are suddenly fully visible again.</span>")
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spawn(50)
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M.alpha = oldalpha
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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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flash_carbon(M, user, 3, 0)
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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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broken = 1
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icon_state = "flashburnt"
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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(5)
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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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if(!try_use_flash())
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return 0
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for(var/mob/living/carbon/M in viewers(3, null))
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flash_carbon(M, null, 10, 0)
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burn_out()
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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 as mob, mob/user as mob)
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..()
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if(!broken)
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broken = 1
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user << "\red The bulb has burnt out!"
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icon_state = "flashburnt"
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/obj/item/device/flash/proc/terrible_conversion_proc(var/mob/M, var/mob/user)
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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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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(!ticker.mode.add_revolutionary(M.mind))
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resisted = 1
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else
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resisted = 1
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/obj/item/device/flash/synthetic/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(resisted)
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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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/obj/item/device/flash/cyborg
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origin_tech = null
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/obj/item/device/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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if(!broken)
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broken = 1
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user << "\red The bulb has burnt out!"
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icon_state = "flashburnt"
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/attack_self(mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/proc/cyborg_flash_animation(var/mob/living/user)
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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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/obj/item/device/flash/synthetic //just a regular flash now
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