Files
Polaris/code/game/machinery/flasher.dm
T
Zuhayr f93ea6a78f Tweaks to previous commits.
More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
2015-12-24 21:13:40 +10:30

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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 = 'icons/obj/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
use_power = 1
idle_power_usage = 2
flags = PROXMOVE
/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/power_change()
..()
if ( !(stat & NOPOWER) )
icon_state = "[base_state]1"
// src.sd_SetLuminosity(2)
else
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("<span class='warning'>[user] has disconnected the [src]'s flashbulb!</span>", "<span class='warning'>You disconnect the [src]'s flashbulb!</span>")
if (!src.disable)
user.visible_message("<span class='warning'>[user] has connected the [src]'s flashbulb!</span>", "<span class='warning'>You connect the [src]'s flashbulb!</span>")
//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, 'sound/weapons/flash.ogg', 100, 1)
flick("[base_state]_flash", src)
src.last_flash = world.time
use_power(1500)
for (var/mob/O in viewers(src, null))
if (get_dist(src, O) > src.range)
continue
var/flash_time = strength
if (istype(O, /mob/living/carbon/human))
var/mob/living/carbon/human/H = O
if(!H.eyecheck() <= 0)
continue
flash_time *= H.species.flash_mod
var/obj/item/organ/internal/eyes/E = H.internal_organs_by_name[O_EYES]
if(!E)
return
if(E.is_bruised() && prob(E.damage + 50))
flick("e_flash", O:flash)
E.damage += rand(1, 5)
else
if(!O.blinded)
flick("flash", O:flash)
O.Weaken(flash_time)
/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 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("<span class='warning'>[src] can now be moved.</span>"))
src.overlays.Cut()
else if (src.anchored)
user.show_message(text("<span class='warning'>[src] is now secured.</span>"))
src.overlays += "[base_state]-s"
/obj/machinery/button/flasher
name = "flasher button"
desc = "A remote control switch for a mounted flasher."
/obj/machinery/button/flasher/attack_hand(mob/user as mob)
if(..())
return
use_power(5)
active = 1
icon_state = "launcheract"
for(var/obj/machinery/flasher/M in machines)
if(M.id == src.id)
spawn()
M.flash()
sleep(50)
icon_state = "launcherbtt"
active = 0
return