/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 = FPRINT | TABLEPASS | CONDUCT | USEDELAY slot_flags = SLOT_BELT m_amt = 500 g_amt = 500 w_class = 1.0 origin_tech = "combat=1" origin_tech = "magnets=2" var/turf/pointer_loc var/energy = 5 var/max_energy = 5 var/recharging = 0 var/recharge_locked = 0 /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() ..() if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") /obj/item/device/laser_pointer/attack(mob/living/M, mob/user) laser_act(M, user) /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) /obj/item/device/laser_pointer/proc/laser_act(var/atom/target, var/mob/living/user) if( !(user in (viewers(7,target))) ) return if (!user.IsAdvancedToolUser()) user << "You don't have the dexterity to do this!" return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) 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)) if(user.zone_sel.selecting == "eyes") var/mob/living/carbon/C = target //20% chance to actually hit the eyes if(prob(20)) C.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 [C.name] ([C.ckey])") log_attack("[user.name] ([user.ckey]) Shone a laser pointer in the eyes of [C.name] ([C.ckey])") //eye target check outmsg = "You blind [C] by shining [src] in their eyes." var/eye_prot = C.eyecheck() if(C.blinded || eye_prot >= 2) eye_prot = 4 var/severity = 3 - eye_prot if(prob(33)) severity += 1 else if(prob(50)) severity -= 1 severity = min(max(severity, 0), 4) switch(severity) if(0) //no effect C << "A small, bright dot appears in your vision." if(1) //industrial grade eye protection C.eye_stat += rand(0, 2) C << "Something bright flashes in the corner of your vision!" if(2) //basic eye protection (sunglasses) flick("flash", C.flash) C.eye_stat += rand(1, 6) C << "Your eyes were blinded!" if(3) //no eye protection if(prob(2)) C.Weaken(1) flick("e_flash", C.flash) C.eye_stat += rand(3, 7) C << "Your eyes were blinded!" if(4) //the effect has been worsened by something if(prob(5)) C.Weaken(1) flick("e_flash", C.flash) C.eye_stat += rand(5, 10) C << "Your eyes were blinded!" 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(20)) S.Weaken(rand(5,10)) 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(20)) 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 range(7,targloc)) if(M.client) showto.Add(M.client) var/image/I = image('icons/obj/projectiles.dmi',targloc,pointer_icon_state,10) I.pixel_x = target.pixel_x + rand(-5,5) I.pixel_y = target.pixel_y + rand(-5,5) if(outmsg) user << outmsg else user << "You point [src] at [target]." energy -= 1 if(energy <= max_energy) if(!recharging) recharging = 1 processing_objects.Add(src) if(energy <= 0) 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 ..()