Files
Paradise/code/game/machinery/flasher.dm
noisomehollow@lycos.com e55521799a #Fixed all known bugs with ninja voice.
#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
2011-04-14 18:20:20 +00:00

109 lines
3.4 KiB
Plaintext

// It is a gizmo that flashes a small area
/obj/machinery/flasher
name = "Mounted flash"
desc = "A wall-mounted flashbulb device."
icon = 'stationobjs.dmi'
icon_state = "mflash1"
var/id = null
var/range = 2 //this is roughly the size of brig cell
var/disable = 0
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 10 //How weakened targets are when flashed.
var/base_state = "mflash"
anchored = 1
/obj/machinery/flasher/portable //Portable version of the flasher. Only flashes when anchored
name = "portable flasher"
desc = "A portable flashing device. Wrench to activate and deactivate. Cannot detect slow movements."
icon_state = "pflash1"
strength = 8
anchored = 0
base_state = "pflash"
density = 1
/obj/machinery/flasher/New()
sleep(4)
src.sd_SetLuminosity(2)
/obj/machinery/flasher/power_change()
if ( powered() )
stat &= ~NOPOWER
icon_state = "[base_state]1"
src.sd_SetLuminosity(2)
else
stat |= ~NOPOWER
icon_state = "[base_state]1-p"
src.sd_SetLuminosity(0)
//Don't want to render prison breaks impossible
/obj/machinery/flasher/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wirecutters))
add_fingerprint(user)
src.disable = !src.disable
if (src.disable)
user.visible_message("\red [user] has disconnected the [src]'s flashbulb!", "\red You disconnect the [src]'s flashbulb!")
if (!src.disable)
user.visible_message("\red [user] has connected the [src]'s flashbulb!", "\red You connect the [src]'s flashbulb!")
//Let the AI trigger them directly.
/obj/machinery/flasher/attack_ai()
if (src.anchored)
return src.flash()
else
return
/obj/machinery/flasher/proc/flash()
if (!(powered()))
return
if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
return
playsound(src.loc, 'flash.ogg', 100, 1)
flick("[base_state]_flash", src)
src.last_flash = world.time
use_power(1000)
for (var/mob/O in viewers(src, null))
if (get_dist(src, O) > src.range)
continue
if (istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
if (istype(H.glasses, /obj/item/clothing/glasses/sunglasses)) continue
if (istype(H.head, /obj/item/clothing/head/helmet/welding))
if(!H.head:up) continue
if (istype(H.wear_mask, /obj/item/clothing/mask/gas/voice)) continue
if (istype(O, /mob/living/carbon/alien))//So aliens don't get flashed (they have no external eyes)/N
continue
O.weakened = src.strength
if ((O.eye_stat > 15 && prob(O.eye_stat + 50)))
flick("e_flash", O:flash)
O.eye_stat += rand(1, 2)
else
flick("flash", O:flash)
O.eye_stat += rand(0, 2)
/obj/machinery/flasher/portable/HasProximity(atom/movable/AM as mob|obj)
if ((src.disable) || (src.last_flash && world.time < src.last_flash + 150))
return
if(istype(AM, /mob/living/carbon))
var/mob/living/carbon/M = AM
if ((M.m_intent != "walk") && (src.anchored))
src.flash()
/obj/machinery/flasher/portable/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/wrench))
add_fingerprint(user)
src.anchored = !src.anchored
if (!src.anchored)
user.show_message(text("\red [src] can now be moved."))
src.overlays = null
else if (src.anchored)
user.show_message(text("\red [src] is now secured."))
src.overlays += "[base_state]-s"