/obj/item/device/flash name = "flash" desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production." icon_state = "flash" item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang) throwforce = 0 w_class = 1 throw_speed = 3 throw_range = 7 flags = CONDUCT materials = list(MAT_METAL = 300, MAT_GLASS = 300) origin_tech = "magnets=2;combat=1" var/times_used = 0 //Number of times it's been used. var/broken = 0 //Is the flash burnt out? var/last_used = 0 //last world.time it was used. var/battery_panel = 0 //whether the flash can be modified with a cell or not var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them). /obj/item/device/flash/proc/clown_check(mob/user) if(user && (CLUMSY in user.mutations) && prob(50)) flash_carbon(user, user, 15, 0) return 0 return 1 /obj/item/device/flash/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/weapon/screwdriver)) if(battery_panel) to_chat(user, "You close the battery compartment on the [src].") battery_panel = 0 else to_chat(user, "You open the battery compartment on the [src].") battery_panel = 1 if(battery_panel && !overcharged) if(istype(W, /obj/item/weapon/stock_parts/cell)) to_chat(user, "You jam the cell into battery compartment on the [src].") qdel(W) overcharged = 1 overlays += "overcharge" /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. broken = 1 icon_state = "[initial(icon_state)]burnt" visible_message("The [src.name] burns out!") /obj/item/device/flash/proc/flash_recharge(var/mob/user) if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break! burn_out() return 0 var/deciseconds_passed = world.time - last_used for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds times_used-- last_used = world.time times_used = max(0, times_used) //sanity /obj/item/device/flash/proc/try_use_flash(var/mob/user = null) flash_recharge(user) if(broken) return 0 playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1) flick("[initial(icon_state)]2", src) times_used++ if(user && !clown_check(user)) return 0 return 1 /obj/item/device/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1) add_logs(M, user, "flashed", object="[src.name]") if(user && targeted) if(M.weakeyes) M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash if(M.flash_eyes(1, 1)) M.confused += power terrible_conversion_proc(M, user) M.Stun(1) visible_message("[user] blinds [M] with the flash!") to_chat(user, "You blind [M] with the flash!") to_chat(M, "[user] blinds you with the flash!") if(M.weakeyes) M.Stun(2) M.visible_message("[M] gasps and shields their eyes!", "You gasp and shields your eyes!") else visible_message("[user] fails to blind [M] with the flash!") to_chat(user, "You fail to blind [M] with the flash!") to_chat(M, "[user] fails to blind you with the flash!") else if(M.flash_eyes()) M.confused += power /obj/item/device/flash/attack(mob/living/M, mob/user) if(!try_use_flash(user)) return 0 if(iscarbon(M)) flash_carbon(M, user, 5, 1) if(overcharged) M.adjust_fire_stacks(6) M.IgniteMob() burn_out() return 1 else if(issilicon(M)) if(isrobot(M)) var/mob/living/silicon/robot/R = M if(R.module) // Perhaps they didn't choose a module yet for(var/obj/item/borg/combat/shield/S in R.module.modules) if(R.activated(S)) add_logs(M, user, "flashed", object="[src.name]") user.visible_message("[user] tries to overloads [M]'s sensors with the [src.name], but if blocked by [M]'s shield!", "You try to overload [M]'s sensors with the [src.name], but are blocked by his shield!") return 1 add_logs(M, user, "flashed", object="[src.name]") if(M.flash_eyes(affect_silicon = 1)) M.Weaken(rand(5,10)) user.visible_message("[user] overloads [M]'s sensors with the [src.name]!", "You overload [M]'s sensors with the [src.name]!") return 1 user.visible_message("[user] fails to blind [M] with the [src.name]!", "You fail to blind [M] with the [src.name]!") /obj/item/device/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0) if(!try_use_flash(user)) return 0 user.visible_message("[user]'s [src.name] emits a blinding light!", "Your [src.name] emits a blinding light!") for(var/mob/living/carbon/M in oviewers(3, null)) flash_carbon(M, user, 3, 0) /obj/item/device/flash/emp_act(severity) if(!try_use_flash()) return 0 for(var/mob/living/carbon/M in viewers(3, null)) flash_carbon(M, null, 10, 0) burn_out() ..() /obj/item/device/flash/proc/terrible_conversion_proc(mob/M, mob/user) if(ishuman(M) && ishuman(user) && M.stat != DEAD) if(user.mind && (user.mind in ticker.mode.head_revolutionaries)) if(M.client) if(M.stat == CONSCIOUS) M.mind_initialize() //give them a mind datum if they don't have one. var/resisted if(!isloyal(M)) if(user.mind in ticker.mode.head_revolutionaries) if(ticker.mode.add_revolutionary(M.mind)) times_used -- //Flashes less likely to burn out for headrevs when used for conversion else resisted = 1 else resisted = 1 if(resisted) to_chat(user, "This mind seems resistant to the [src.name]!") else to_chat(user, "They must be conscious before you can convert them!") else to_chat(user, "This mind is so vacant that it is not susceptible to influence!") /obj/item/device/flash/cyborg origin_tech = null /obj/item/device/flash/cyborg/attack(mob/living/M, mob/user) ..() cyborg_flash_animation(user) /obj/item/device/flash/cyborg/attack_self(mob/user) ..() cyborg_flash_animation(user) /obj/item/device/flash/cyborg/proc/cyborg_flash_animation(var/mob/living/user) var/atom/movable/overlay/animation = new(user.loc) animation.layer = user.layer + 1 animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = user flick("blspell", animation) sleep(5) qdel(animation) /obj/item/device/flash/memorizer name = "memorizer" desc = "If you see this, you're not likely to remember it any time soon." icon_state = "memorizer" item_state = "nullrod" /obj/item/device/flash/synthetic //just a regular flash now