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Yogstation/code/modules/assembly/flash.dm
kevinz000 7398ab010d revstuns
2016-06-06 19:10:39 -07:00

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6.5 KiB
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/obj/item/device/assembly/flash
name = "flash"
desc = "A powerful and versatile flashbulb device, with applications ranging from disorienting attackers to acting as visual receptors in robot production."
icon_state = "flash"
item_state = "flashtool"
throwforce = 0
w_class = 1
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
crit_fail = 0 //Is the flash burnt out?
var/times_used = 0 //Number of times it's been used.
var/last_used = 0 //last world.time it was used.
/obj/item/device/assembly/flash/update_icon(var/flash = 0)
overlays.Cut()
attached_overlays = list()
if(crit_fail)
overlays += "flashburnt"
attached_overlays += "flashburnt"
if(flash)
overlays += "flash-f"
attached_overlays += "flash-f"
spawn(5)
update_icon()
if(holder)
holder.update_icon()
/obj/item/device/assembly/flash/proc/clown_check(mob/living/carbon/human/user)
if(user.disabilities & CLUMSY && prob(50))
flash_carbon(user, user, 15, 0)
return 0
return 1
/obj/item/device/assembly/flash/activate()
if(!try_use_flash())
return 0
var/turf/T = get_turf(src)
T.visible_message("<span class='disarm'>[src] emits a blinding light!</span>")
for(var/mob/living/carbon/M in viewers(3, T))
flash_carbon(M, null, 5, 0)
/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.
if(!crit_fail)
crit_fail = 1
update_icon()
var/turf/T = get_turf(src)
T.visible_message("The [src.name] burns out!")
/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
if(prob(times_used * 3)) //The more often it's used in a short span of time the more likely it will burn out
burn_out()
return 0
var/deciseconds_passed = world.time - last_used
for(var/seconds = deciseconds_passed/10, seconds>=interval, seconds-=interval) //get 1 charge every interval
times_used--
last_used = world.time
times_used = max(0, times_used) //sanity
return 1
/obj/item/device/assembly/flash/proc/try_use_flash(mob/user = null)
flash_recharge(10)
if(crit_fail)
return 0
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
times_used++
if(user && !clown_check(user))
return 0
return 1
/obj/item/device/assembly/flash/proc/flash_carbon(mob/living/carbon/M, mob/user = null, power = 15, targeted = 1)
add_logs(user, M, "flashed", src)
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
M.confused += power
terrible_conversion_proc(M, user)
M.Stun(1)
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
user << "<span class='danger'>You blind [M] with the flash!</span>"
M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
if(M.weakeyes)
M.Stun(2)
M.visible_message("<span class='disarm'>[M] gasps and shields their eyes!</span>", "<span class='userdanger'>You gasp and shields your eyes!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
else
if(M.flash_eyes())
M.confused += power
/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
if(!try_use_flash(user))
return 0
if(iscarbon(M))
flash_carbon(M, user, 5, 1)
return 1
else if(issilicon(M))
add_logs(user, M, "flashed", src)
update_icon(1)
M.Weaken(rand(5,10))
user.visible_message("<span class='disarm'>[user] overloads [M]'s sensors with the flash!</span>", "<span class='danger'>You overload [M]'s sensors with the flash!</span>")
return 1
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>")
/obj/item/device/assembly/flash/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(holder)
return 0
if(!try_use_flash(user))
return 0
user.visible_message("<span class='disarm'>[user]'s flash emits a blinding light!</span>", "<span class='danger'>Your flash emits a blinding light!</span>")
for(var/mob/living/carbon/M in oviewers(3, null))
flash_carbon(M, user, 1, 0)
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash() || !loc)
return 0
for(var/mob/living/carbon/M in viewers(3, loc))
flash_carbon(M, null, 10, 0)
burn_out()
..()
/obj/item/device/assembly/flash/proc/terrible_conversion_proc(mob/M, mob/user)
if(ishuman(M) && ishuman(user) && M.stat != DEAD)
if(user.mind && (user.mind in ticker.mode.head_revolutionaries))
if(M.client)
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(user.mind in ticker.mode.head_revolutionaries)
if(ticker.mode.add_revolutionary(M.mind))
M.Stun(3)
times_used -- //Flashes less likely to burn out for headrevs when used for conversion
else
resisted = 1
else
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
/obj/item/device/assembly/flash/cyborg
origin_tech = null
/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
..()
cyborg_flash_animation(user)
/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
/obj/item/device/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
icon = 'icons/obj/device.dmi'
icon_state = "memorizer"
item_state = "nullrod"
/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes