diff --git a/code/game/objects/items/devices/laserpointer.dm b/code/game/objects/items/devices/laserpointer.dm
index d9e9e12892e..4810203d976 100644
--- a/code/game/objects/items/devices/laserpointer.dm
+++ b/code/game/objects/items/devices/laserpointer.dm
@@ -1,4 +1,3 @@
-
/obj/item/device/laser_pointer
name = "laser pointer"
desc = "Don't shine it in your eyes!"
@@ -10,14 +9,17 @@
slot_flags = SLOT_BELT
m_amt = 500
g_amt = 500
- w_class = 1.0
+ w_class = 2 //Increased to 2, because diodes are w_class 2. Conservation of matter.
origin_tech = "combat=1"
origin_tech = "magnets=2"
var/turf/pointer_loc
var/energy = 5
var/max_energy = 5
+ var/effectchance = 33
var/recharging = 0
var/recharge_locked = 0
+ var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading!
+
/obj/item/device/laser_pointer/red
pointer_icon_state = "red_laser"
@@ -30,12 +32,38 @@
/obj/item/device/laser_pointer/New()
..()
+ diode = new(src)
if(!pointer_icon_state)
pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser")
+/obj/item/device/laser_pointer/upgraded/New()
+ ..()
+ diode = new /obj/item/weapon/stock_parts/micro_laser/ultra
+
+
+
/obj/item/device/laser_pointer/attack(mob/living/M, mob/user)
laser_act(M, user)
+/obj/item/device/laser_pointer/attackby(obj/item/W, mob/user)
+ if(istype(W, /obj/item/weapon/stock_parts/micro_laser))
+ if(!diode)
+ user.drop_item()
+ W.loc = src
+ diode = W
+ user << "You install a [diode.name] in [src]."
+ else
+ user << "[src] already has a cell."
+
+ else if(istype(W, /obj/item/weapon/screwdriver))
+ if(diode)
+ user << "You remove the [diode.name] from the [src]."
+ diode.loc = get_turf(src.loc)
+ diode = null
+ return
+ ..()
+ return
+
/obj/item/device/laser_pointer/afterattack(var/atom/target, var/mob/living/user, flag, params)
if(flag) //we're placing the object on a table or in backpack
return
@@ -44,6 +72,9 @@
/obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user)
if( !(user in (viewers(7,target))) )
return
+ if (!diode)
+ user << "You point [src] at [target], but nothing happens!"
+ return
if (!user.IsAdvancedToolUser())
user << "You don't have the dexterity to do this!"
return
@@ -64,10 +95,10 @@
var/mob/living/carbon/C = target
//20% chance to actually hit the eyes
- if(prob(20))
- C.attack_log += text("\[[time_stamp()]\] Has had a laser pointer shone in their eyes by [user.name] ([user.ckey])")
- user.attack_log += text("\[[time_stamp()]\] Shone a laser pointer in the eyes of [C.name] ([C.ckey])")
- log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [C.name] ([C.ckey])")
+
+ if(prob(effectchance * diode.rating))
+ add_logs(user, C, "shone in the eyes", object="laser pointer")
+
//eye target check
outmsg = "You blind [C] by shining [src] in their eyes."
@@ -117,7 +148,7 @@
else if(issilicon(target))
var/mob/living/silicon/S = target
//20% chance to actually hit the sensors
- if(prob(20))
+ if(prob(effectchance * diode.rating))
S.Weaken(rand(5,10))
S << "Your sensors were overloaded by a laser!"
outmsg = "You overload [S] by shining [src] at their sensors."
@@ -131,7 +162,7 @@
//cameras
else if(istype(target, /obj/machinery/camera))
var/obj/machinery/camera/C = target
- if(prob(20))
+ if(prob(effectchance * diode.rating))
C.emp_act(1)
outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!"