/obj/item/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" icon = 'icons/obj/device.dmi' icon_state = "pointer" worn_icon_state = "pen" inhand_icon_state = "pen" flags = CONDUCT slot_flags = ITEM_SLOT_BELT materials = list(MAT_METAL=500, MAT_GLASS=500) w_class = WEIGHT_CLASS_SMALL origin_tech = "combat=1;magnets=2" var/pointer_icon_state var/energy = 5 var/max_energy = 5 var/effectchance = 33 var/recharging = 0 var/recharge_locked = 0 var/obj/item/stock_parts/micro_laser/diode // Used for upgrading! new_attack_chain = TRUE /obj/item/laser_pointer/red pointer_icon_state = "red_laser" /obj/item/laser_pointer/green pointer_icon_state = "green_laser" /obj/item/laser_pointer/blue pointer_icon_state = "blue_laser" /obj/item/laser_pointer/purple pointer_icon_state = "purple_laser" /obj/item/laser_pointer/Initialize(mapload) . = ..() create_diode() if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") /obj/item/laser_pointer/Destroy() QDEL_NULL(diode) return ..() /obj/item/laser_pointer/proc/create_diode() diode = new(src) /obj/item/laser_pointer/upgraded/create_diode() diode = new /obj/item/stock_parts/micro_laser/ultra(src) /obj/item/laser_pointer/interact_with_atom(atom/target, mob/living/user, list/modifiers) laser_act(target, user, modifiers) add_fingerprint(user) return ITEM_INTERACT_COMPLETE /obj/item/laser_pointer/ranged_interact_with_atom(atom/target, mob/living/user, list/modifiers) if(get_dist(src, target) >= (user.client.maxview() + 2)) // To prevent people from using it over cameras. return ITEM_INTERACT_COMPLETE laser_act(target, user, modifiers) add_fingerprint(user) return ITEM_INTERACT_COMPLETE /obj/item/laser_pointer/item_interaction(mob/user, obj/item/used, list/modifiers) if(!istype(used, /obj/item/stock_parts/micro_laser)) return ..() if(diode) to_chat(user, SPAN_WARNING("There's already a [diode.name] inside [src]!")) return ITEM_INTERACT_COMPLETE if(!user.drop_item()) to_chat(user, SPAN_WARNING("[used] is stuck to your hand!")) return ITEM_INTERACT_COMPLETE used.forceMove(src) diode = used to_chat(user, SPAN_NOTICE("You install [diode] in [src].")) return ITEM_INTERACT_COMPLETE /obj/item/laser_pointer/screwdriver_act(mob/living/user, obj/item/I) if(!diode) return to_chat(user, SPAN_NOTICE("You remove [diode] from [src].")) diode.forceMove(get_turf(loc)) diode = null return TRUE /obj/item/laser_pointer/proc/laser_act(atom/target, mob/living/user, list/modifiers) if(!diode) to_chat(user, SPAN_NOTICE("You point [src] at [target], but nothing happens!")) return if(!user.IsAdvancedToolUser()) to_chat(user, SPAN_WARNING("You don't have the dexterity to do this!")) return if(HAS_TRAIT(user, TRAIT_CHUNKYFINGERS)) to_chat(user, SPAN_WARNING("Your fingers can't press the button!")) return if(!(target in view(7, get_turf(src)))) // Use the turf as center so it won't use the potential xray of the user to_chat(user, SPAN_WARNING("There is something in the way!")) return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) to_chat(user, SPAN_NOTICE("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_selected == "eyes") add_attack_logs(user, C, "Shone a laser in the eyes with [src]") 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, laser_pointer = TRUE)) outmsg = SPAN_NOTICE("You blind [C] by shining [src] in [C.p_their()] eyes.") else outmsg = SPAN_WARNING("You fail to blind [C] by shining [src] at [C.p_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 = TRUE) to_chat(S, SPAN_WARNING("Your sensors were overloaded by a laser!")) outmsg = SPAN_NOTICE("You overload [S] by shining [src] at [S.p_their()] sensors.") add_attack_logs(user, S, "shone [src] in their eyes") else outmsg = SPAN_WARNING("You fail to overload [S] by shining [src] at [S.p_their()] sensors!") //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target if(prob(effectchance * diode.rating)) C.emp_act(EMP_HEAVY) outmsg = SPAN_NOTICE("You hit the lens of [C] with [src], temporarily disabling the camera!") log_admin("[key_name(user)] EMPd a camera with a laser pointer") user.create_attack_log("[key_name(user)] EMPd a camera with a laser pointer") add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL) else outmsg = SPAN_WARNING("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) if(length(modifiers)) if(modifiers["icon-x"]) I.pixel_x = (text2num(modifiers["icon-x"]) - 16) if(modifiers["icon-y"]) I.pixel_y = (text2num(modifiers["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, SPAN_NOTICE("You point [src] at [target].")) energy -= 1 if(energy <= max_energy) if(!recharging) recharging = 1 START_PROCESSING(SSobj, src) if(energy <= 0) to_chat(user, SPAN_WARNING("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/laser_pointer/process() if(prob(20 - recharge_locked*5)) energy += 1 if(energy >= max_energy) energy = max_energy recharging = 0 recharge_locked = 0 ..()