/obj/item/device/flash name = "flash" desc = "A device that emits an extremely bright light when used. Useful for briefly stunning people or starting a dance party." icon_state = "flash" throwforce = 5 w_class = 1.0 throw_speed = 4 throw_range = 10 flags = FPRINT | TABLEPASS| CONDUCT item_state = "electronic" mats = 2 module_research = list("energy" = 1, "devices" = 3) var/status = 1 // Bulb still functional? var/secure = 1 // Access panel still secured? var/use = 0 // Times the flash has been used. var/l_time = 0 // Anti-spam cooldown (in relation to world time). var/eye_damage_mod = 0 var/range_mod = 0 var/burn_mod = 0 // De-/increases probability of bulb burning out, so not related to BURN damage. var/stun_mod = 0 var/animation_type = "flash2" var/turboflash = 0 // Turbo flash-specific vars. var/obj/item/cell/cell = null var/max_flash_power = 0 var/min_flash_power = 0 cyborg process_burnout(mob/user) return attack(mob/living/M as mob, mob/user as mob) ..() var/mob/living/silicon/robot/R = user if (istype(R)) R.cell.use(300) attack_self(mob/user as mob, flag) ..() var/mob/living/silicon/robot/R = user if (istype(R)) R.cell.use(150) // Tweaked attack and attack_self to reduce the amount of duplicate code. Turboflashes to be precise (Convair880). /obj/item/device/flash/attack(mob/living/M as mob, mob/user as mob) src.add_fingerprint(user) if (src.l_time && world.time < src.l_time + 20) return if (user.bioHolder && user.bioHolder.HasEffect("clumsy") && prob(50)) user.visible_message("[user] tries to use [src], but slips and drops it!") user.drop_item() return if (src.status == 0) boutput(user, "The bulb has been burnt out!") return // Handle turboflash power cell. var/flash_power = 0 if (src.turboflash) if (!src.cell) user.show_text("[src] doesn't seem to be connected to a power cell.", "red") return if (src.cell && istype(src.cell,/obj/item/cell/erebite)) user.visible_message("[user]'s flash/cell assembly violently explodes!") logTheThing("combat", user, M, "tries to blind %target% with [src] (erebite power cell) at [log_loc(user)].") var/turf/T = get_turf(src.loc) explosion(src, T, 0, 1, 2, 2) spawn (1) if (src) qdel(src) return if (src.cell) if (src.cell.charge < min_flash_power) user.show_text("[src] seems to be out of power.", "red") return else flash_power = src.cell.charge / max_flash_power if (flash_power > 1) flash_power = 1 flash_power++ else flash_power = 1 // Play animations. if (isrobot(user)) spawn(0) 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) playsound(src.loc, "sound/weapons/flash.ogg", 100, 1) flick(src.animation_type, src) src.l_time = world.time if (!src.turboflash) src.use++ // Calculate target damage. var/animation_duration var/weakened var/eye_blurry var/eye_damage var/burning if (src.turboflash) animation_duration = 60 weakened = (10 + src.stun_mod) * flash_power eye_blurry = src.eye_damage_mod + rand(2, (4 * flash_power)) eye_damage = src.eye_damage_mod + rand(5, (10 * flash_power)) burning = 15 * flash_power else animation_duration = 30 weakened = (8 + src.stun_mod) * flash_power eye_damage = src.eye_damage_mod + rand(0, (2 * flash_power)) // We're flashing somebody directly, hence the 100% chance to disrupt cloaking device at the end. M.apply_flash(animation_duration, weakened, 0, 0, eye_blurry, eye_damage, 0, burning, 100) // Rev mode check. if (ticker && ticker.mode && istype(ticker.mode, /datum/game_mode/revolution)) var/datum/game_mode/revolution/R = ticker.mode if (ishuman(M)) var/mob/living/carbon/human/H = M var/safety = 0 if (H.eyes_protected_from_light()) safety = 1 if (safety == 0 && user.mind && (user.mind in R.head_revolutionaries)) var/list/U = R.get_unconvertables() if (!H.client || !H.mind) user.show_text("[H] is braindead and cannot be converted.", "red") else if (H.mind in U) user.show_text("[H] seems unwilling to revolt.", "red") else if (H.mind in R.head_revolutionaries) user.show_text("[H] is already a member of the revolution.", "red") else if (!(H.mind in R.revolutionaries)) R.add_revolutionary(H.mind) else user.show_text("[H] is already a member of the revolution.", "red") // Log entry. M.visible_message("[user] blinds [M] with the [src.name]!") logTheThing("combat", user, M, "blinds %target% with [src] at [log_loc(user)].") // Handle bulb wear. if (src.turboflash) status = 0 src.cell.use(min(src.cell.charge, max_flash_power)) boutput(user, "The bulb has burnt out!") src.icon_state = "turboflash3" src.name = "depleted flash/cell assembly" else src.process_burnout(user) // Some after attack stuff. user.lastattacked = M M.lastattacker = user M.lastattackertime = world.time return /obj/item/device/flash/attack_self(mob/user as mob) src.add_fingerprint(user) if (src.l_time && world.time < src.l_time + 20) return if (user.bioHolder && user.bioHolder.HasEffect("clumsy") && prob(50)) user.visible_message("[user] tries to use [src], but slips and drops it!") user.drop_item() return if (status == 0) boutput(user, "The bulb has been burnt out!") return // Handle turboflash power cell. if (src.turboflash) if (!src.cell) user.show_text("[src] doesn't seem to be connected to a power cell.", "red") return if (src.cell && src.cell.charge < min_flash_power) user.show_text("[src] seems to be out of power.", "red") return if (src.cell && istype(src.cell,/obj/item/cell/erebite)) user.visible_message("[user]'s flash/cell assembly violently explodes!") logTheThing("combat", user, null, "tries to area-flash with [src] (erebite power cell) at [log_loc(user)].") var/turf/T = get_turf(src.loc) explosion(src, T, 0, 1, 2, 2) spawn (1) if (src) qdel(src) return // Play animations. playsound(src.loc, "sound/weapons/flash.ogg", 100, 1) flick(src.animation_type, src) src.l_time = world.time if (isrobot(user)) spawn(0) 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) // Flash target mobs. for (var/mob/M in oviewers((3 + src.range_mod), get_turf(src))) if (src.turboflash) M.apply_flash(35, 0, 0, 25) else M.apply_flash(20, 0) // Handle bulb wear. if (src.turboflash) status = 0 src.cell.use(min(src.cell.charge, max_flash_power)) boutput(user, "The bulb has burnt out!") src.icon_state = "turboflash3" src.name = "depleted flash/cell assembly" else src.use++ src.process_burnout(user) return /obj/item/device/flash/proc/process_burnout(mob/user as mob) if (prob(max(0,(use*2) + burn_mod))) status = 0 boutput(user, "The bulb has burnt out!") icon_state = "flash3" name = "depleted flash" return /obj/item/device/flash/attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/cell) && !src.secure) boutput(user, "You combine [W] and [src]...") var/obj/item/device/flash/turbo/T = new /obj/item/device/flash/turbo(user.loc) T.cell = W user.drop_item() W.set_loc(T) if(!src.status) T.icon_state = "turboflash3" T.status = 0 qdel(src) return else if (istype(W, /obj/item/screwdriver)) boutput(user, "You [src.secure ? "unscrew" : "secure"] the access panel.") secure = !secure else if (istype(W, /obj/item/device/multitool)) if (src.status == 0) boutput(user, "The bulb has been burnt out.") else if (src.use <= 0) boutput(user, "The bulb is in perfect condition.") else if (src.use>0 && src.use<5) boutput(user, "The bulb is in good condition.") else if (src.use>5 && src.use<10) boutput(user, "The bulb is in decent condition.") else if (src.use>10 && src.use<15) boutput(user, "The bulb is in bad condition.") else boutput(user, "The bulb is in terrible condition.") else return ..() /obj/item/device/flash/is_detonator_attachment() return 1 /obj/item/device/flash/detonator_act(event, var/obj/item/assembly/detonator/det) switch (event) if ("pulse") det.attachedTo.visible_message("\The [src] discharges.") for (var/mob/living/M in viewers(4, det.attachedTo)) M.apply_flash(30, 20) if ("cut") det.attachedTo.visible_message("\The [src] goes black.") det.attachments.Remove(src) if ("process") if (prob(5)) det.attachedTo.visible_message("\The [src] discharges.") for (var/mob/living/M in viewers(2, det.attachedTo)) M.apply_flash(30, 8) /obj/item/device/flash/emp_act() if(iscarbon(src.loc)) src.attack_self() return // The Turboflash - A flash combined with a charged energy cell to make a bigger, meaner flash (That dies after one use). /obj/item/device/flash/turbo name = "flash/cell assembly" desc = "A common stun weapon with a power cell hastily wired into it. Looks dangerous." icon_state = "turboflash" mats = 0 animation_type = "turboflash2" turboflash = 1 max_flash_power = 5000 min_flash_power = 500 New() ..() spawn(10) if(!src.cell) src.cell = new /obj/item/cell(src) src.cell.maxcharge = max_flash_power src.cell.charge = src.cell.maxcharge return attackby(obj/item/W as obj, mob/user as mob) if (istype(W, /obj/item/wrench) && !src.secure) boutput(user, "You disassemble [src]!") src.cell.set_loc(get_turf(src)) var/obj/item/device/flash/F = new /obj/item/device/flash( get_turf(src) ) if(!src.status) F.status = 0 F.icon_state = "flash3" qdel(src) else if (istype(W, /obj/item/screwdriver)) boutput(user, "You [src.secure ? "unscrew" : "secure"] the access panel.") secure = !secure return