/obj/item/device/laser_pointer name = "laser pointer" desc = "Don't shine it in your eyes!" icon = 'icons/obj/device_alt.dmi' icon_state = "pointer" item_state = "pen" var/pointer_icon_state flags = CONDUCT slot_flags = SLOT_BELT matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 500) w_class = ITEMSIZE_SMALL origin_tech = list(TECH_COMBAT = 1, TECH_MAGNET = 2) var/energy = 5 var/max_energy = 5 var/effectchance = 33 var/recharging = 0 var/recharge_locked = 0 var/obj/item/weapon/stock_parts/micro_laser/diode //used for upgrading! /obj/item/device/laser_pointer/red pointer_icon_state = "red_laser" /obj/item/device/laser_pointer/green pointer_icon_state = "green_laser" /obj/item/device/laser_pointer/blue pointer_icon_state = "blue_laser" /obj/item/device/laser_pointer/purple pointer_icon_state = "purple_laser" /obj/item/device/laser_pointer/New() ..() diode = new(src) if(!pointer_icon_state) pointer_icon_state = pick("red_laser","green_laser","blue_laser","purple_laser") /obj/item/device/laser_pointer/upgraded/New() ..() diode = new /obj/item/weapon/stock_parts/micro_laser/ultra /obj/item/device/laser_pointer/Destroy() qdel_null(diode) processing_objects -= src . = ..() /obj/item/device/laser_pointer/attackby(obj/item/W, mob/user) if(istype(W, /obj/item/weapon/stock_parts/micro_laser)) if(!diode) user.drop_item() W.forceMove(src) diode = W to_chat(user, "You install \a [diode] in [src].") else to_chat(user, "\The [src] already has a diode installed.") else if(isscrewdriver(W)) if(diode) to_chat(user, "You remove \the [diode] from \the [src].") diode.forceMove(drop_location()) diode = null else return ..() /obj/item/device/laser_pointer/afterattack(atom/target, mob/user, proximity_flag, click_parameters) laser_act(target, user, click_parameters) /obj/item/device/laser_pointer/proc/laser_act(atom/target, mob/living/user, click_parameters) if( !(user in (viewers(world.view, target))) ) return if (!diode) to_chat(user, "You point \the [src] at \the [target], but nothing happens!") return if (!user.IsAdvancedToolUser()) to_chat(user, "You don't have the dexterity to do this!") return if(ishuman(user)) var/mob/living/carbon/human/H = user if(HULK in H.mutations) to_chat(user, "Your fingers can't press the button!") return add_fingerprint(user) //nothing happens if the battery is drained if(recharge_locked) to_chat(user, "You point \the [src] at \the [target], but it's still charging.") return var/outmsg var/turf/targloc = get_turf(target) //human/alien mobs if(iscarbon(target)) var/mob/living/carbon/C = target if(user.zone_sel.selecting == O_EYES) add_attack_logs(user, C, "shone [src] in the eyes") var/severity = 1 if(prob(33)) severity = 2 else if(prob(50)) severity = 0 //20% chance to actually hit the eyes if(prob(effectchance * diode.rating) && C.flash_eyes(severity)) outmsg = "You blind [C] by shining [src] in their eyes." else outmsg = "You fail to blind [C] by shining [src] at their eyes!" //cameras else if(istype(target, /obj/machinery/camera)) var/obj/machinery/camera/C = target if(prob(effectchance * diode.rating)) C.emp_act(1) outmsg = "You hit the lens of [C] with [src], temporarily disabling the camera!" add_attack_logs(user, C, "EMPed with [src]") else outmsg = "You miss the lens of [C] with [src]!" //cats! for(var/mob/living/simple_animal/cat/C in view(1, targloc)) if(prob(50)) C.visible_message("[C] pounces on the light!", "LIGHT!") C.Move(targloc) C.resting = TRUE C.update_canmove() else C.visible_message("[C] looks uninterested in your games.", "You spot [user] shining [src] at you. How insulting!") //laser pointer image icon_state = "pointer_[pointer_icon_state]" var/image/I = image('icons/obj/projectiles_vr.dmi', targloc, pointer_icon_state) I.plane = ABOVE_PLANE var/list/click_params = params2list(click_parameters) if(click_params) if(click_params["icon-x"]) I.pixel_x = (text2num(click_params["icon-x"]) - 16) if(click_params["icon-y"]) I.pixel_y = (text2num(click_params["icon-y"]) - 16) else I.pixel_x = target.pixel_x + rand(-5,5) I.pixel_y = target.pixel_y + rand(-5,5) if(outmsg) to_chat(user, outmsg) else to_chat(user, "You point [src] at [target].") energy -= 1 if(energy <= max_energy) if(!recharging) recharging = 1 processing_objects.Add(src) if(energy <= 0) to_chat(user, "[src]'s battery is overused, it needs time to recharge!") recharge_locked = TRUE flick_overlay_view(I, targloc, 1 SECOND) sleep(1 SECOND) icon_state = "pointer" /obj/item/device/laser_pointer/process() if(prob(20 - recharge_locked*5)) energy += 1 if(energy >= max_energy) energy = max_energy recharging = 0 recharge_locked = FALSE ..()