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* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
204 lines
6.6 KiB
Plaintext
204 lines
6.6 KiB
Plaintext
/obj/item/device/assembly/flash
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name = "flash"
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desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
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icon_state = "flash"
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item_state = "flashtool"
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throwforce = 0
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w_class = 1
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materials = list(MAT_METAL = 300, MAT_GLASS = 300)
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origin_tech = "magnets=2;combat=1"
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crit_fail = 0 //Is the flash burnt out?
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var/times_used = 0 //Number of times it's been used.
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var/last_used = 0 //last world.time it was used.
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/obj/item/device/assembly/flash/update_icon(var/flash = 0)
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cut_overlays()
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attached_overlays = list()
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if(crit_fail)
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add_overlay("flashburnt")
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attached_overlays += "flashburnt"
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if(flash)
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add_overlay("flash-f")
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attached_overlays += "flash-f"
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spawn(5)
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update_icon()
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if(holder)
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holder.update_icon()
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/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
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if(user.disabilities & CLUMSY && prob(50))
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flash_carbon(user, user, 15, 0)
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return 0
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return 1
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/obj/item/device/assembly/flash/activate()
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if(!try_use_flash())
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return 0
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var/turf/T = get_turf(src)
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T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
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for(var/mob/living/carbon/M in viewers(3, T))
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flash_carbon(M, null, 5, 0)
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/obj/item/device/assembly/flash/proc/burn_out() //Made so you can override it if you want to have an invincible flash from R&D or something.
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if(!crit_fail)
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crit_fail = 1
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update_icon()
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var/turf/T = get_turf(src)
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T.visible_message("The [src.name] burns out!")
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/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
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if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
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burn_out()
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return 0
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var/deciseconds_passed = world.time - last_used
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for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
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times_used--
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last_used = world.time
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times_used = max(0, times_used) //sanity
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return 1
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/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
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flash_recharge(10)
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if(crit_fail)
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return 0
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playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
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update_icon(1)
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times_used++
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if(user && !clown_check(user))
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return 0
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return 1
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/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 15, targeted = 1)
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add_logs(user, M, "flashed", src)
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if(user && targeted)
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if(M.weakeyes)
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M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
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if(M.flash_act(1, 1))
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M.confused += power
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terrible_conversion_proc(M, user)
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M.Stun(1)
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visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
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user << "<span class='danger'>You blind [M] with the flash!</span>"
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M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
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if(M.weakeyes)
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M.Stun(2)
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M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shield your eyes!</span>")
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else
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visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
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user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
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M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
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else
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if(M.flash_act())
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M.confused += power
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/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
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if(!try_use_flash(user))
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return 0
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if(iscarbon(M))
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flash_carbon(M, user, 5, 1)
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return 1
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else if(issilicon(M))
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var/mob/living/silicon/robot/R = M
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add_logs(user, R, "flashed", src)
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update_icon(1)
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M.Weaken(6)
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R.confused += 5
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R.flash_act(affect_silicon = 1)
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user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
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return 1
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user.visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>", "<span class='warning'>You fail to blind [M] with the flash!</span>")
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/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
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if(holder)
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return 0
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if(!try_use_flash(user))
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return 0
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user.visible_message("<span class='disarm'>[user]'s flash emits a blinding light!</span>", "<span class='danger'>Your flash emits a blinding light!</span>")
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for(var/mob/living/carbon/M in oviewers(3, null))
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flash_carbon(M, user, 1, 0)
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/obj/item/device/assembly/flash/emp_act(severity)
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if(!try_use_flash() || !loc)
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return 0
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for(var/mob/living/carbon/M in viewers(3, loc))
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flash_carbon(M, null, 10, 0)
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burn_out()
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..()
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/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/M, mob/user)
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if(ishuman(M) && ishuman(user) && M.stat != DEAD)
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if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
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if(M.client)
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if(M.stat == CONSCIOUS)
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M.mind_initialize() //give them a mind datum if they don't have one.
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var/resisted
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if(!isloyal(M))
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if(user.mind in ticker.mode.head_revolutionaries)
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if(ticker.mode.add_revolutionary(M.mind))
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M.Stun(3)
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times_used -- //Flashes less likely to burn out for headrevs when used for conversion
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else
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resisted = 1
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else
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resisted = 1
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if(resisted)
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user << "<span class='warning'>This mind seems resistant to the flash!</span>"
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else
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user << "<span class='warning'>They must be conscious before you can convert them!</span>"
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else
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user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
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/obj/item/device/assembly/flash/cyborg
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origin_tech = null
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/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
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..()
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cyborg_flash_animation(user)
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/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
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return
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/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
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var/atom/movable/overlay/animation = new(user.loc)
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animation.layer = user.layer + 1
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animation.icon_state = "blank"
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animation.icon = 'icons/mob/mob.dmi'
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animation.master = user
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flick("blspell", animation)
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sleep(5)
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qdel(animation)
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/obj/item/device/assembly/flash/memorizer
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name = "memorizer"
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desc = "If you see this, you're not likely to remember it any time soon."
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icon = 'icons/obj/device.dmi'
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icon_state = "memorizer"
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item_state = "nullrod"
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/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
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