Files
vgstation13/code/game/objects/devices/flash.dm

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/obj/item/device/flash
name = "flash"
desc = "Used for blinding and being an asshole."
icon_state = "flash"
throwforce = 5
w_class = 1.0
throw_speed = 4
throw_range = 10
flags = FPRINT | TABLEPASS| CONDUCT
item_state = "electronic"
origin_tech = "magnets=2;combat=1"
var
shots_left = 5
max_shots = 5
broken = 0
proc
clown_check(var/mob/user)
recharge()
attack(mob/living/M as mob, mob/user as mob)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been flashed (attempt) with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to flash [M.name] ([M.ckey])</font>")
if(!clown_check(user)) return
if(broken)
user.show_message("\red The [src.name] is broken", 2)
return
if(shots_left <= 0)
user.show_message("\red *click* *click*", 2)
return
playsound(src.loc, 'flash.ogg', 100, 1)
shots_left--
var/flashfail = 0
if(iscarbon(M))
var/safety = M:eyecheck()
if(safety <= 0)
M.Weaken(10)
flick("e_flash", M.flash)
if(ishuman(M) && ishuman(user))
if(user.mind in ticker.mode.head_revolutionaries)
var/revsafe = 0
for(var/obj/item/weapon/implant/loyalty/L in M)
if(L && L.implanted)
revsafe = 1
break
if(M.mind.has_been_rev)
revsafe = 2
if(!revsafe)
M.mind.has_been_rev = 1
ticker.mode.add_revolutionary(M.mind)
else if(revsafe == 1)
user << "\red Something seems to be blocking the flash!"
else
user << "\red This mind seems resistant to the flash!"
else
flashfail = 1
else if(issilicon(M))
M.Weaken(rand(5,10))
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
if(!flashfail)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red [] blinds [] with the flash!", user, M))
else
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue [] fails to blind [] with the flash!", user, M))
if (prob(2))
broken = 1
user << "\red The bulb has burnt out!"
icon_state = "flashburnt"
spawn(60)
recharge()
return
attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
if(!emp)
if (!clown_check(user)) return
if(broken)
if(user)
user.show_message("\red The [src.name] is broken", 2)
return
if(shots_left <= 0)
if(user)
user.show_message("\red *click* *click*", 2)
return
playsound(src.loc, 'flash.ogg', 100, 1)
shots_left--
flick("flash2", src)
if(isrobot(user))
spawn(0)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
del(animation)
for(var/mob/living/carbon/M in oviewers(3, null))
if(prob(50))
if (locate(/obj/item/weapon/cloaking_device, M))
for(var/obj/item/weapon/cloaking_device/S in M)
S.active = 0
S.icon_state = "shield0"
var/safety = M:eyecheck()
if(!safety)
flick("flash", M.flash)
if (prob(2))
broken = 1
icon_state = "flashburnt"
if(user)
user << "\red The bulb has burnt out!"
return
spawn(60)
recharge()
return
emp_act(severity)
src.attack_self(null,1,1)
..()
clown_check(var/mob/user)
if((user.mutations & CLUMSY) && prob(50))
user << "\red The Flash slips out of your hand."
user.drop_item()
return 0
return 1
recharge()
if(max_shots > shots_left)
shots_left++
if(max_shots > shots_left)
spawn(60)//more or less 10 seconds
recharge()
return