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