/obj/item/device/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" icon = 'icons/obj/device.dmi' icon_state = "pointer" item_state = "pen" var/pointer_icon_state flags = CONDUCT slot_flags = SLOT_BELT materials = list(MAT_METAL=500, MAT_GLASS=500) 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" /obj/item/device/laser_pointer/green pointer_icon_state = "green_laser" /obj/item/device/laser_pointer/blue pointer_icon_state = "blue_laser" /obj/item/device/laser_pointer/purple pointer_icon_state = "purple_laser" /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, params) if(istype(W, /obj/item/weapon/stock_parts/micro_laser)) if(!diode) user.drop_item() W.loc = src diode = W to_chat(user, "You install a [diode.name] in [src].") else to_chat(user, "[src] already has a cell.") else if(istype(W, /obj/item/weapon/screwdriver)) if(diode) to_chat(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 laser_act(target, user, params) /obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user, var/params) if( !(user in (viewers(7,target))) ) return if(!diode) to_chat(user, "You point [src] at [target], but nothing happens!") return if(!user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return if(ishuman(user)) var/mob/living/carbon/human/H = user if((HULK in H.mutations) || (H.species.flags & NOGUNS)) user << "Your fingers can't press the button!" return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) to_chat(user, "You point [src] at [target], but it's still charging.") return var/outmsg var/turf/targloc = get_turf(target) //human/alien mobs if(iscarbon(target)) var/mob/living/carbon/C = target if(user.zone_sel.selecting == "eyes") add_logs(C, user, "shone in the eyes", object="laser pointer") var/severity = 1 if(prob(33)) severity = 2 else if(prob(50)) severity = 0 //20% chance to actually hit the eyes if(prob(effectchance * diode.rating) && C.flash_eyes(severity)) outmsg = "You blind [C] by shining [src] in their eyes." if(C.weakeyes) C.Stun(1) else outmsg = "You fail to blind [C] by shining [src] at their eyes!" //robots and AI else if(issilicon(target)) var/mob/living/silicon/S = target //20% chance to actually hit the sensors if(prob(effectchance * diode.rating)) S.flash_eyes(affect_silicon = 1) S.Weaken(rand(5,10)) to_chat(S, "Your sensors were overloaded by a laser!") outmsg = "You overload [S] by shining [src] at their sensors." S.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 [S.name] ([S.ckey])") log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [S.name] ([S.ckey])") else outmsg = "You fail to overload [S] by shining [src] at their sensors." //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target if(prob(effectchance * diode.rating)) C.emp_act(1) outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!" log_admin("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer") user.attack_log += text("\[[time_stamp()]\] [user.name] ([user.ckey]) EMPd a camera with a laser pointer") else outmsg = "You missed the lens of [C] with [src]." //laser pointer image icon_state = "pointer_[pointer_icon_state]" var/list/showto = list() for(var/mob/M in viewers(7,targloc)) if(M.client) showto.Add(M.client) var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10) var/list/click_params = params2list(params) if(click_params) if(click_params["icon-x"]) I.pixel_x = (text2num(click_params["icon-x"]) - 16) if(click_params["icon-y"]) I.pixel_y = (text2num(click_params["icon-y"]) - 16) else I.pixel_x = target.pixel_x + rand(-5,5) I.pixel_y = target.pixel_y + rand(-5,5) if(outmsg) to_chat(user, outmsg) else to_chat(user, "You point [src] at [target].") energy -= 1 if(energy <= max_energy) if(!recharging) recharging = 1 processing_objects.Add(src) if(energy <= 0) to_chat(user, "You've overused the battery of [src], now it needs time to recharge!") recharge_locked = 1 flick_overlay(I, showto, 10) icon_state = "pointer" /obj/item/device/laser_pointer/process() if(prob(20 - recharge_locked*5)) energy += 1 if(energy >= max_energy) energy = max_energy recharging = 0 recharge_locked = 0 ..()