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173 lines
4.3 KiB
Plaintext
173 lines
4.3 KiB
Plaintext
// It is a gizmo that flashes a small area
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/obj/machinery/flasher
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name = "Mounted flash"
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desc = "A wall-mounted flashbulb device."
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icon_state = "mflash1"
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max_integrity = 250
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integrity_failure = 100
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damage_deflection = 10
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var/id = null
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var/range = 2 //this is roughly the size of brig cell
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var/disable = FALSE
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var/last_flash = 0 //Don't want it getting spammed like regular flashes
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var/strength = 10 SECONDS //How weakened targets are when flashed.
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var/base_state = "mflash"
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anchored = TRUE
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var/datum/proximity_monitor/proximity_monitor
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/obj/machinery/flasher/Initialize(mapload)
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. = ..()
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update_icon()
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/// Portable version of the flasher. Only flashes when anchored
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/obj/machinery/flasher/portable
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name = "portable flasher"
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desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
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icon_state = "pflash1"
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strength = 4
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anchored = FALSE
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base_state = "pflash"
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density = TRUE
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/obj/machinery/flasher/portable/Initialize(mapload)
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. = ..()
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proximity_monitor = new(src, range)
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/obj/machinery/flasher/power_change()
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if(!..())
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return
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if(stat & NOPOWER)
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set_light(0)
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else
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set_light(1, LIGHTING_MINIMUM_POWER)
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update_icon()
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/obj/machinery/flasher/update_icon_state()
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. = ..()
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if((stat & NOPOWER) || !anchored)
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icon_state = "[base_state]1-p"
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else
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icon_state = "[base_state]1"
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/obj/machinery/flasher/update_overlays()
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. = ..()
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underlays.Cut()
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cut_overlays()
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if(stat & NOPOWER)
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return
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if(anchored)
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. += "[base_state]-s"
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underlays += emissive_appearance(icon, "[base_state]_lightmask")
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//Let the AI trigger them directly.
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/obj/machinery/flasher/attack_ai(mob/user)
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if(anchored)
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return flash()
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/obj/machinery/flasher/attack_ghost(mob/user)
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if(anchored && user.can_advanced_admin_interact())
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return flash()
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/obj/machinery/flasher/proc/flash()
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if(!has_power())
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return
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if((disable) || (last_flash && world.time < last_flash + 150))
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return
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playsound(loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("[base_state]_flash", src)
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set_light(2, 1, COLOR_WHITE)
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addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2)
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last_flash = world.time
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use_power(1000)
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for(var/mob/living/L in viewers(src, null))
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if(get_dist(src, L) > range)
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continue
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if(L.flash_eyes(affect_silicon = 1))
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L.Weaken(strength)
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/obj/machinery/flasher/emp_act(severity)
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if(stat & (BROKEN|NOPOWER))
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..(severity)
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return
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if(prob(75/severity))
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flash()
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..(severity)
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/obj/machinery/flasher/portable/HasProximity(atom/movable/AM)
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if((disable) || (last_flash && world.time < last_flash + 150))
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return
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if(iscarbon(AM))
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var/mob/living/carbon/M = AM
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if((M.m_intent != MOVE_INTENT_WALK) && (anchored))
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flash()
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//Don't want to render prison breaks impossible
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/obj/machinery/flasher/portable/wirecutter_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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disable = !disable
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if(disable)
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user.visible_message("<span class='warning'>[user] has disconnected [src]'s flashbulb!</span>", "<span class='warning'>You disconnect [src]'s flashbulb!</span>")
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if(!disable)
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user.visible_message("<span class='warning'>[user] has connected [src]'s flashbulb!</span>", "<span class='warning'>You connect [src]'s flashbulb!</span>")
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/obj/machinery/flasher/portable/wrench_act(mob/user, obj/item/I)
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. = TRUE
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if(!I.use_tool(src, user, 0, volume = I.tool_volume))
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return
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anchored = !anchored
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if(anchored)
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WRENCH_ANCHOR_MESSAGE
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else
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WRENCH_UNANCHOR_MESSAGE
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update_icon()
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// Flasher button
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/obj/machinery/flasher_button
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name = "flasher button"
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desc = "A remote control switch for a mounted flasher."
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icon = 'icons/obj/objects.dmi'
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icon_state = "launcherbtt"
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var/id = null
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var/active = FALSE
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anchored = TRUE
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idle_power_consumption = 2
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active_power_consumption = 4
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/obj/machinery/flasher_button/attack_ai(mob/user as mob)
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return attack_hand(user)
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/obj/machinery/flasher_button/attack_ghost(mob/user)
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if(user.can_advanced_admin_interact())
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return attack_hand(user)
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/obj/machinery/flasher_button/attack_hand(mob/user as mob)
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if(stat & (NOPOWER|BROKEN))
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return
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if(active)
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return
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use_power(5)
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active = TRUE
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icon_state = "launcheract"
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for(var/obj/machinery/flasher/M in SSmachines.get_by_type(/obj/machinery/flasher))
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if(M.id == id)
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spawn()
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M.flash()
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sleep(50)
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icon_state = "launcherbtt"
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active = FALSE
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