Files
Paradise/code/game/objects/items/devices/flash.dm
kyunkyunkyun 8821ab9a66 Updates a couple of /obj/item variables (#29829)
* compiles checkpoint

* fix some

* updatepaths

* fix

* rrr

* linters

* fiexs

* icon fixes

* plasmemes

* fix

* fix

* fix bit more

* fix

* well

* cleanup

* fix glasses layer

* conflict

* fuck gun code

* fixes

* fix

* fixes to energy guns

* review

* conflict

* support that 1 unathi pixel

* fix
2025-09-14 15:23:56 +00:00

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/obj/item/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon = 'icons/obj/device.dmi'
icon_state = "flash"
inhand_icon_state = "flashtool" //looks exactly like a flash (and nothing like a flashbang)
belt_icon = "flash"
w_class = WEIGHT_CLASS_TINY
throw_speed = 3
flags = CONDUCT
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
/// Is the flash burnt out?
var/broken = FALSE
/// Whether the flash can be modified with a cell or not
var/battery_panel = FALSE
/// If overcharged the flash will set people on fire then immediately burn out (does so even if it doesn't blind them).
var/overcharged = FALSE
/// Set this to FALSE if you don't want your flash to be overcharge capable
var/can_overcharge = TRUE
/// How many times have we used the flash recently
var/times_used = 0
/// What is the max amount we can use this flash before it burns out
var/max_uses = 5
/// A reference to the timer used to recharge. If we use it while it's on cooldown, we reset the cooling
var/flash_timer
/// How long do we have between flashes
var/time_between_flashes = 5 SECONDS
var/use_sound = 'sound/weapons/flash.ogg'
COOLDOWN_DECLARE(flash_cooldown)
/obj/item/flash/attackby__legacy__attackchain(obj/item/I, mob/user, params)
if(!can_overcharge || !istype(I, /obj/item/stock_parts/cell))
return
if(battery_panel && !overcharged)
to_chat(user, "<span class='notice'>You jam [I] into the battery compartment on [src].</span>")
qdel(I)
overcharged = TRUE
update_icon(UPDATE_OVERLAYS)
/obj/item/flash/update_overlays()
. = ..()
if(overcharged)
add_overlay("overcharge")
/obj/item/flash/screwdriver_act(mob/living/user, obj/item/I)
if(!can_overcharge)
return
if(battery_panel)
to_chat(user, "<span class='notice'>You close the battery compartment on [src].</span>")
else
to_chat(user, "<span class='notice'>You open the battery compartment on [src].</span>")
battery_panel = !battery_panel
return TRUE
/obj/item/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
broken = TRUE
icon_state = "[initial(icon_state)]burnt"
visible_message("<span class='notice'>[src] burns out!</span>")
/obj/item/flash/proc/try_use_flash(mob/user)
if(broken)
return FALSE
if(!COOLDOWN_FINISHED(src, flash_cooldown) && user)
to_chat(user, "<span class='warning'>Your [name] is still too hot to use again!</span>")
return FALSE
. = TRUE
COOLDOWN_START(src, flash_cooldown, time_between_flashes)
if(!flash_timer)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
else
// The flash can't cool down if you overheat it again!
deltimer(flash_timer)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
playsound(loc, use_sound, 100, TRUE)
flick("[initial(icon_state)]2", src)
set_light(2, 1, COLOR_WHITE)
addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, set_light), 0), 2 DECISECONDS)
times_used++
if(times_used == (max_uses - 1))
to_chat(user, "<span class='warning'>[src] is getting dangerously hot! Don't use it for a few seconds or it will burn out!</span>")
else if(times_used == max_uses)
burn_out()
if(user && HAS_TRAIT(user, TRAIT_CLUMSY) && prob(50))
flash_carbon(user, user, 30 SECONDS, 0)
return FALSE
/obj/item/flash/proc/flash_recharge(mob/user)
times_used = max(0, times_used - 1)
if(times_used)
flash_timer = addtimer(CALLBACK(src, PROC_REF(flash_recharge)), 10 SECONDS, TIMER_STOPPABLE)
else
flash_timer = null
/obj/item/flash/proc/flash_carbon(mob/living/carbon/M, mob/user, power = 10 SECONDS, targeted = TRUE)
if(user)
add_attack_logs(user, M, "Flashed with [src]")
if(targeted)
if(M.flash_eyes(1, 1))
M.AdjustConfused(power)
revolution_conversion(M, user)
if(!M.absorb_stun(0))
M.drop_l_hand()
M.drop_r_hand()
visible_message("<span class='disarm'>[user] blinds [M] with [src]!</span>")
to_chat(user, "<span class='danger'>You blind [M] with [src]!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with [src]!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with [src]!</span>")
to_chat(user, "<span class='warning'>You fail to blind [M] with [src]!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with [src]!</span>")
return
if(M.flash_eyes())
M.AdjustConfused(power)
/obj/item/flash/attack__legacy__attackchain(mob/living/M, mob/user)
if(!try_use_flash(user))
return FALSE
if(iscarbon(M))
flash_carbon(M, user, 10 SECONDS, 1)
if(overcharged)
M.adjust_fire_stacks(6)
M.IgniteMob()
burn_out()
return TRUE
else if(issilicon(M))
add_attack_logs(user, M, "Flashed with [src]")
if(M.flash_eyes(intensity = 1.25, affect_silicon = TRUE)) // 40 * 1.25 = 50 stamina damage
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with [src]!</span>", "<span class='danger'>You overload [M]'s sensors with [src]!</span>")
return TRUE
user.visible_message("<span class='disarm'>[user] fails to blind [M] with [src]!</span>", "<span class='warning'>You fail to blind [M] with [src]!</span>")
/obj/item/flash/afterattack__legacy__attackchain(atom/target, mob/living/user, proximity, params)
if(!proximity)
return
if(!istype(target, /obj/machinery/camera))
return
if(!try_use_flash(user))
return
var/obj/machinery/camera/C = target
C.emp_act(EMP_HEAVY)
to_chat(user,"<span class='notice'>You hit the lens of [C] with [src], temporarily disabling the camera!</span>")
log_admin("[key_name(user)] EMPd a camera with a flash")
user.create_attack_log("[key_name(user)] EMPd a camera with a flash")
add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL)
/obj/item/flash/attack_self__legacy__attackchain(mob/living/carbon/user, flag = 0, emp = 0)
if(!try_use_flash(user))
return FALSE
user.visible_message("<span class='disarm'>[user]'s [name] emits a blinding light!</span>", "<span class='danger'>Your [name] emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 6 SECONDS, 0)
for(var/obj/machinery/camera/C in view(3, user))
C.emp_act(EMP_LIGHT)
log_admin("[key_name(user)] EMPd a camera with a flash")
user.create_attack_log("[key_name(user)] EMPd a camera with a flash")
add_attack_logs(user, C, "EMPd with [src]", ATKLOG_ALL)
/obj/item/flash/emp_act(severity)
if(!try_use_flash())
return FALSE
for(var/mob/living/carbon/M in viewers(3, null))
flash_carbon(M, null, 20 SECONDS, 0)
burn_out()
return ..()
/obj/item/flash/proc/revolution_conversion(mob/M, mob/user)
if(!ishuman(M) || !user.mind?.has_antag_datum(/datum/antagonist/rev/head))
return
if(M.stat != CONSCIOUS)
to_chat(user, "<span class='warning'>They must be conscious before you can convert [M.p_them()]!</span>")
else if(add_revolutionary(M.mind))
times_used-- //Flashes less likely to burn out for headrevs when used for conversion
else
to_chat(user, "<span class='warning'>This mind seems resistant to [src]!</span>")
/obj/item/flash/proc/add_revolutionary(datum/mind/converting_mind)
var/mob/living/carbon/human/conversion_target = converting_mind.current
if(converting_mind.assigned_role in GLOB.command_positions)
return FALSE
if(!istype(conversion_target))
return FALSE
if(ismindshielded(conversion_target))
return FALSE
if(converting_mind.has_antag_datum(/datum/antagonist/rev))
return FALSE
converting_mind.add_antag_datum(/datum/antagonist/rev)
conversion_target.Silence(10 SECONDS)
conversion_target.Stun(10 SECONDS)
return TRUE
/obj/item/flash/cyborg
origin_tech = null
can_overcharge = FALSE
/obj/item/flash/cyborg/attack__legacy__attackchain(mob/living/M, mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/attack_self__legacy__attackchain(mob/user)
..()
new /obj/effect/temp_visual/borgflash(get_turf(src))
/obj/item/flash/cyborg/cyborg_recharge(coeff, emagged)
if(broken)
broken = FALSE
times_used = 0
icon_state = "flash"
/obj/item/flash/cameraflash
name = "camera"
icon = 'icons/obj/items.dmi'
desc = "A polaroid camera. 10 photos left."
icon_state = "camera"
worn_icon_state = "camera"
inhand_icon_state = "camera"
w_class = WEIGHT_CLASS_SMALL
slot_flags = ITEM_SLOT_NECK
can_overcharge = FALSE
var/flash_max_charges = 5
var/flash_cur_charges = 5
var/charge_tick = 0
use_sound = 'sound/items/polaroid1.ogg'
/obj/item/flash/cameraflash/burn_out() //stops from burning out
return
/obj/item/flash/cameraflash/New()
..()
START_PROCESSING(SSobj, src)
/obj/item/flash/cameraflash/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/flash/cameraflash/process() //this and the two parts above are part of the charge system.
charge_tick++
if(charge_tick < 10)
return FALSE
charge_tick = 0
flash_cur_charges = min(flash_cur_charges + 1, flash_max_charges)
return TRUE
/obj/item/flash/cameraflash/try_use_flash(mob/user = null)
if(!flash_cur_charges)
to_chat(user, "<span class='warning'>[src] needs time to recharge!</span>")
return FALSE
. = ..()
if(.)
flash_cur_charges--
to_chat(user, "[src] now has [flash_cur_charges] charge\s.")
/obj/item/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon." // Why doesn't this at least delete your notes smh
icon_state = "memorizer"
inhand_icon_state = "tele_baton"
lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons_righthand.dmi'
/obj/item/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocols fix the flashbulb if it ever burns out."
time_between_flashes = 2 SECONDS
var/obj/item/organ/internal/cyberimp/arm/implant
/obj/item/flash/armimplant/burn_out()
if(implant?.owner)
to_chat(implant.owner, "<span class='warning'>Your [name] implant overheats and deactivates!</span>")
implant.Retract()
/obj/item/flash/armimplant/Destroy()
implant = null
return ..()
/obj/item/flash/random/Initialize(mapload)
. = ..()
if(prob(25))
broken = TRUE
icon_state = "[initial(icon_state)]burnt"