mirror of
https://github.com/ParadiseSS13/Paradise.git
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199 lines
7.3 KiB
Plaintext
199 lines
7.3 KiB
Plaintext
/obj/item/device/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
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throwforce = 0
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w_class = 1
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throw_speed = 3
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throw_range = 7
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flags = CONDUCT
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materials = list(MAT_METAL = 300, MAT_GLASS = 300)
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origin_tech = "magnets=2;combat=1"
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var/times_used = 0 //Number of times it's been used.
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var/broken = 0 //Is the flash burnt out?
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var/last_used = 0 //last world.time it was used.
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var/battery_panel = 0 //whether the flash can be modified with a cell or not
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var/overcharged = 0 //if overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
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/obj/item/device/flash/proc/clown_check(mob/user)
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if(user && (CLUMSY in user.mutations) && prob(50))
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flash_carbon(user, user, 15, 0)
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return 0
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return 1
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/obj/item/device/flash/attackby(obj/item/W, mob/user, params)
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if(istype(W, /obj/item/weapon/screwdriver))
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if(battery_panel)
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to_chat(user, "<span class='notice'>You close the battery compartment on the [src].</span>")
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battery_panel = 0
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else
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to_chat(user, "<span class='notice'>You open the battery compartment on the [src].</span>")
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battery_panel = 1
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if(battery_panel && !overcharged)
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if(istype(W, /obj/item/weapon/stock_parts/cell))
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to_chat(user, "<span class='notice'>You jam the cell into battery compartment on the [src].</span>")
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qdel(W)
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overcharged = 1
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overlays += "overcharge"
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/obj/item/device/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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broken = 1
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icon_state = "[initial(icon_state)]burnt"
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visible_message("<span class='notice'>The [src.name] burns out!</span>")
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/obj/item/device/flash/proc/flash_recharge(var/mob/user)
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if(prob(times_used * 2)) //if you use it 5 times in a minute it has a 10% chance to break!
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burn_out()
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return 0
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed/10, seconds>=10, seconds-=10) //get 1 charge every 10 seconds
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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/obj/item/device/flash/proc/try_use_flash(var/mob/user = null)
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flash_recharge(user)
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if(broken)
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return 0
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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flick("[initial(icon_state)]2", src)
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times_used++
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if(user && !clown_check(user))
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return 0
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return 1
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/obj/item/device/flash/proc/flash_carbon(var/mob/living/carbon/M, var/mob/user = null, var/power = 5, targeted = 1)
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add_logs(M, user, "flashed", object="[src.name]")
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if(user && targeted)
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_eyes(1, 1))
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M.confused += power
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terrible_conversion_proc(M, user)
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M.Stun(1)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
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to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
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if(M.weakeyes)
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M.Stun(2)
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M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
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else
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visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
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to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
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to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
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else
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if(M.flash_eyes())
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M.confused += power
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/obj/item/device/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return 0
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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if(overcharged)
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M.adjust_fire_stacks(6)
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M.IgniteMob()
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burn_out()
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return 1
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else if(issilicon(M))
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if(isrobot(M))
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var/mob/living/silicon/robot/R = M
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if(R.module) // Perhaps they didn't choose a module yet
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for(var/obj/item/borg/combat/shield/S in R.module.modules)
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if(R.activated(S))
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add_logs(M, user, "flashed", object="[src.name]")
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user.visible_message("<span class='disarm'>[user] tries to overloads [M]'s sensors with the [src.name], but if blocked by [M]'s shield!</span>", "<span class='danger'>You try to overload [M]'s sensors with the [src.name], but are blocked by his shield!</span>")
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return 1
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add_logs(M, user, "flashed", object="[src.name]")
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if(M.flash_eyes(affect_silicon = 1))
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M.Weaken(rand(5,10))
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user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the [src.name]!</span>", "<span class='danger'>You overload [M]'s sensors with the [src.name]!</span>")
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return 1
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the [src.name]!</span>", "<span class='warning'>You fail to blind [M] with the [src.name]!</span>")
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/obj/item/device/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(!try_use_flash(user))
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return 0
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user.visible_message("<span class='disarm'>[user]'s [src.name] emits a blinding light!</span>", "<span class='danger'>Your [src.name] emits a blinding light!</span>")
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for(var/mob/living/carbon/M in oviewers(3, null))
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flash_carbon(M, user, 3, 0)
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/obj/item/device/flash/emp_act(severity)
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if(!try_use_flash())
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return 0
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for(var/mob/living/carbon/M in viewers(3, null))
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flash_carbon(M, null, 10, 0)
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burn_out()
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..()
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/obj/item/device/flash/proc/terrible_conversion_proc(mob/M, mob/user)
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(ticker.mode.add_revolutionary(M.mind))
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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resisted = 1
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else
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resisted = 1
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if(resisted)
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to_chat(user, "<span class='warning'>This mind seems resistant to the [src.name]!</span>")
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else
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to_chat(user, "<span class='warning'>They must be conscious before you can convert them!</span>")
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else
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to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
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/obj/item/device/flash/cyborg
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origin_tech = null
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/obj/item/device/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/attack_self(mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/flash/cyborg/proc/cyborg_flash_animation(var/mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/device/flash/synthetic //just a regular flash now |