Files
Paradise/code/game/machinery/flasher.dm
2025-07-27 20:52:39 +00:00

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