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#As an added bonus, voice-changers will protect from flash. Can be easily removed if needed. #Added more recharge locations for ninjas: cells, smes, and cyborgs. #Recharge changed so that it takes less time but recharges for less. #Adamantine sprites per request. #Updated Ripley sprites per request(?). git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1444 316c924e-a436-60f5-8080-3fe189b3f50e
109 lines
3.4 KiB
Plaintext
109 lines
3.4 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 = 'stationobjs.dmi'
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icon_state = "mflash1"
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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 = 0
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var/last_flash = 0 //Don't want it getting spammed like regular flashes
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var/strength = 10 //How weakened targets are when flashed.
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var/base_state = "mflash"
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anchored = 1
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/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
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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 = 8
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anchored = 0
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base_state = "pflash"
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density = 1
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/obj/machinery/flasher/New()
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sleep(4)
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src.sd_SetLuminosity(2)
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/obj/machinery/flasher/power_change()
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if ( powered() )
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stat &= ~NOPOWER
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icon_state = "[base_state]1"
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src.sd_SetLuminosity(2)
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else
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stat |= ~NOPOWER
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icon_state = "[base_state]1-p"
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src.sd_SetLuminosity(0)
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//Don't want to render prison breaks impossible
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/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wirecutters))
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add_fingerprint(user)
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src.disable = !src.disable
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if (src.disable)
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user.visible_message("\red [user] has disconnected the [src]'s flashbulb!", "\red You disconnect the [src]'s flashbulb!")
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if (!src.disable)
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user.visible_message("\red [user] has connected the [src]'s flashbulb!", "\red You connect the [src]'s flashbulb!")
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//Let the AI trigger them directly.
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/obj/machinery/flasher/attack_ai()
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if (src.anchored)
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return src.flash()
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else
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return
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/obj/machinery/flasher/proc/flash()
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if (!(powered()))
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return
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if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
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return
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playsound(src.loc, 'flash.ogg', 100, 1)
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flick("[base_state]_flash", src)
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src.last_flash = world.time
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use_power(1000)
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for (var/mob/O in viewers(src, null))
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if (get_dist(src, O) > src.range)
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continue
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if (istype(O, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = O
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if (istype(H.glasses, /obj/item/clothing/glasses/sunglasses)) continue
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if (istype(H.head, /obj/item/clothing/head/helmet/welding))
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if(!H.head:up) continue
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if (istype(H.wear_mask, /obj/item/clothing/mask/gas/voice)) continue
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if (istype(O, /mob/living/carbon/alien))//So aliens don't get flashed (they have no external eyes)/N
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continue
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O.weakened = src.strength
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if ((O.eye_stat > 15 && prob(O.eye_stat + 50)))
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flick("e_flash", O:flash)
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O.eye_stat += rand(1, 2)
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else
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flick("flash", O:flash)
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O.eye_stat += rand(0, 2)
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/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
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if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
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return
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if(istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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if ((M.m_intent != "walk") && (src.anchored))
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src.flash()
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/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if (istype(W, /obj/item/weapon/wrench))
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add_fingerprint(user)
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src.anchored = !src.anchored
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if (!src.anchored)
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user.show_message(text("\red [src] can now be moved."))
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src.overlays = null
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else if (src.anchored)
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user.show_message(text("\red [src] is now secured."))
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src.overlays += "[base_state]-s" |