/obj/item/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 = 'icons/obj/device.dmi' icon_state = "flash" inhand_icon_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang) belt_icon = "flash" w_class = WEIGHT_CLASS_TINY throw_speed = 3 flags = CONDUCT materials = list(MAT_METAL = 300, MAT_GLASS = 300) origin_tech = "magnets=2;combat=1" /// Is the flash burnt out? var/broken = FALSE /// Whether the flash can be modified with a cell or not var/battery_panel = FALSE /// If overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them). var/overcharged = FALSE /// Set this to FALSE if you don't want your flash to be overcharge capable var/can_overcharge = TRUE /// How many times have we used the flash recently var/times_used = 0 /// What is the max amount we can use this flash before it burns out var/max_uses = 5 /// A reference to the timer used to recharge. If we use it while it's on cooldown, we reset the cooling var/flash_timer /// How long do we have between flashes var/time_between_flashes = 5 SECONDS var/use_sound = 'sound/weapons/flash.ogg' COOLDOWN_DECLARE(flash_cooldown) /obj/item/flash/attackby__legacy__attackchain(obj/item/I, mob/user, params) if(!can_overcharge || !istype(I, /obj/item/stock_parts/cell)) return if(battery_panel && !overcharged) to_chat(user, "You jam [I] into the battery compartment on [src].") qdel(I) overcharged = TRUE update_icon(UPDATE_OVERLAYS) /obj/item/flash/update_overlays() . = ..() if(overcharged) add_overlay("overcharge") /obj/item/flash/screwdriver_act(mob/living/user, obj/item/I) if(!can_overcharge) return if(battery_panel) to_chat(user, "You close the battery compartment on [src].") else to_chat(user, "You open the battery compartment on [src].") battery_panel = !battery_panel return TRUE /obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something. broken = TRUE icon_state = "[initial(icon_state)]burnt" visible_message("[src] burns out!") /obj/item/flash/proc/try_use_flash(mob/user) if(broken) return FALSE if(!COOLDOWN_FINISHED(src, flash_cooldown) && user) to_chat(user, "Your [name] is still too hot to use again!") return FALSE . = TRUE COOLDOWN_START(src, flash_cooldown, time_between_flashes) if(!flash_timer) flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE) else // The flash can't cool down if you overheat it again! deltimer(flash_timer) flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE) playsound(loc, use_sound, 100, TRUE) flick("[initial(icon_state)]2", src) set_light(2, 1, COLOR_WHITE) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2 DECISECONDS) times_used++ if(times_used == (max_uses - 1)) to_chat(user, "[src] is getting dangerously hot! Don't use it for a few seconds or it will burn out!") else if(times_used == max_uses) burn_out() if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50)) flash_carbon(user, user, 30 SECONDS, 0) return FALSE /obj/item/flash/proc/flash_recharge(mob/user) times_used = max(0, times_used - 1) if(times_used) flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE) else flash_timer = null /obj/item/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 10 SECONDS, targeted = TRUE) if(user) add_attack_logs(user, M, "Flashed with [src]") if(targeted) if(M.flash_eyes(1, 1)) M.AdjustConfused(power) revolution_conversion(M, user) if(!M.absorb_stun(0)) M.drop_l_hand() M.drop_r_hand() visible_message("[user] blinds [M] with [src]!") to_chat(user, "You blind [M] with [src]!") to_chat(M, "[user] blinds you with [src]!") else visible_message("[user] fails to blind [M] with [src]!") to_chat(user, "You fail to blind [M] with [src]!") to_chat(M, "[user] fails to blind you with [src]!") return if(M.flash_eyes()) M.AdjustConfused(power) /obj/item/flash/attack__legacy__attackchain(mob/living/M, mob/user) if(!try_use_flash(user)) return FALSE if(iscarbon(M)) flash_carbon(M, user, 10 SECONDS, 1) if(overcharged) M.adjust_fire_stacks(6) M.IgniteMob() burn_out() return TRUE else if(issilicon(M)) add_attack_logs(user, M, "Flashed with [src]") if(M.flash_eyes(intensity = 1.25, affect_silicon = TRUE)) // 40 * 1.25 = 50 stamina damage user.visible_message("[user] overloads [M]'s sensors with [src]!", "You overload [M]'s sensors with [src]!") return TRUE user.visible_message("[user] fails to blind [M] with [src]!", "You fail to blind [M] with [src]!") /obj/item/flash/afterattack__legacy__attackchain(atom/target, mob/living/user, proximity, params) if(!proximity) return if(!istype(target, /obj/machinery/camera)) return if(!try_use_flash(user)) return var/obj/machinery/camera/C = target C.emp_act(EMP_HEAVY) to_chat(user,"You hit the lens of [C] with [src], temporarily disabling the camera!") log_admin("[key_name(user)] EMPd a camera with a flash") user.create_attack_log("[key_name(user)] EMPd a camera with a flash") add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL) /obj/item/flash/attack_self__legacy__attackchain(mob/living/carbon/user, flag = 0, emp = 0) if(!try_use_flash(user)) return FALSE user.visible_message("[user]'s [name] emits a blinding light!", "Your [name] emits a blinding light!") for(var/mob/living/carbon/M in oviewers(3, null)) flash_carbon(M, user, 6 SECONDS, 0) for(var/obj/machinery/camera/C in view(3, user)) C.emp_act(EMP_LIGHT) log_admin("[key_name(user)] EMPd a camera with a flash") user.create_attack_log("[key_name(user)] EMPd a camera with a flash") add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL) /obj/item/flash/emp_act(severity) if(!try_use_flash()) return FALSE for(var/mob/living/carbon/M in viewers(3, null)) flash_carbon(M, null, 20 SECONDS, 0) burn_out() return ..() /obj/item/flash/proc/revolution_conversion(mob/M, mob/user) if(!ishuman(M) || !user.mind?.has_antag_datum(/datum/antagonist/rev/head)) return if(M.stat != CONSCIOUS) to_chat(user, "They must be conscious before you can convert [M.p_them()]!") else if(add_revolutionary(M.mind)) times_used-- //Flashes less likely to burn out for headrevs when used for conversion else to_chat(user, "This mind seems resistant to [src]!") /obj/item/flash/proc/add_revolutionary(datum/mind/converting_mind) var/mob/living/carbon/human/conversion_target = converting_mind.current if(converting_mind.assigned_role in GLOB.command_positions) return FALSE if(!istype(conversion_target)) return FALSE if(ismindshielded(conversion_target)) return FALSE if(converting_mind.has_antag_datum(/datum/antagonist/rev)) return FALSE converting_mind.add_antag_datum(/datum/antagonist/rev) conversion_target.Silence(10 SECONDS) conversion_target.Stun(10 SECONDS) return TRUE /obj/item/flash/cyborg origin_tech = null can_overcharge = FALSE /obj/item/flash/cyborg/attack__legacy__attackchain(mob/living/M, mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/flash/cyborg/attack_self__legacy__attackchain(mob/user) ..() new /obj/effect/temp_visual/borgflash(get_turf(src)) /obj/item/flash/cyborg/cyborg_recharge(coeff, emagged) if(broken) broken = FALSE times_used = 0 icon_state = "flash" /obj/item/flash/cameraflash name = "camera" icon = 'icons/obj/items.dmi' desc = "A polaroid camera. 10 photos left." icon_state = "camera" worn_icon_state = "camera" inhand_icon_state = "camera" w_class = WEIGHT_CLASS_SMALL slot_flags = ITEM_SLOT_NECK can_overcharge = FALSE var/flash_max_charges = 5 var/flash_cur_charges = 5 var/charge_tick = 0 use_sound = 'sound/items/polaroid1.ogg' /obj/item/flash/cameraflash/burn_out() //stops from burning out return /obj/item/flash/cameraflash/New() ..() START_PROCESSING(SSobj, src) /obj/item/flash/cameraflash/Destroy() STOP_PROCESSING(SSobj, src) return ..() /obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system. charge_tick++ if(charge_tick < 10) return FALSE charge_tick = 0 flash_cur_charges = min(flash_cur_charges + 1, flash_max_charges) return TRUE /obj/item/flash/cameraflash/try_use_flash(mob/user = null) if(!flash_cur_charges) to_chat(user, "[src] needs time to recharge!") return FALSE . = ..() if(.) flash_cur_charges-- to_chat(user, "[src] now has [flash_cur_charges] charge\s.") /obj/item/flash/memorizer name = "memorizer" desc = "If you see this, you're not likely to remember it any time soon." // Why doesn't this at least delete your notes smh icon_state = "memorizer" inhand_icon_state = "tele_baton" lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' /obj/item/flash/armimplant name = "photon projector" desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out." time_between_flashes = 2 SECONDS var/obj/item/organ/internal/cyberimp/arm/implant /obj/item/flash/armimplant/burn_out() if(implant?.owner) to_chat(implant.owner, "Your [name] implant overheats and deactivates!") implant.Retract() /obj/item/flash/armimplant/Destroy() implant = null return ..() /obj/item/flash/random/Initialize(mapload) . = ..() if(prob(25)) broken = TRUE icon_state = "[initial(icon_state)]burnt"