diff --git a/code/game/objects/items/devices/traitordevices.dm b/code/game/objects/items/devices/traitordevices.dm
index 70edd3f43d..dfa81df01f 100644
--- a/code/game/objects/items/devices/traitordevices.dm
+++ b/code/game/objects/items/devices/traitordevices.dm
@@ -69,8 +69,9 @@ effective or pretty fucking useless.
*/
/obj/item/healthanalyzer/rad_laser
- custom_materials = list(/datum/material/iron=400)
- var/irradiate = 1
+ var/irradiate = TRUE
+ var/stealth = FALSE
+ var/used = FALSE // is it cooling down?
var/intensity = 10 // how much damage the radiation does
var/wavelength = 10 // time it takes for the radiation to kick in, in seconds
var/used = 0 // is it cooling down?
@@ -92,16 +93,16 @@ effective or pretty fucking useless.
addtimer(VARSET_CALLBACK(src, used, FALSE), cooldown)
addtimer(VARSET_CALLBACK(src, icon_state, "health"), cooldown)
to_chat(user, "Successfully irradiated [M].")
- addtimer(CALLBACK(src, .proc/radiation_aftereffect, M), (wavelength+(intensity*4))*5)
+ addtimer(CALLBACK(src, .proc/radiation_aftereffect, M, intensity), (wavelength+(intensity*4))*5)
else
to_chat(user, "The radioactive microlaser is still recharging.")
-/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M)
- if(QDELETED(M))
+/obj/item/healthanalyzer/rad_laser/proc/radiation_aftereffect(mob/living/M, passed_intensity)
+ if(QDELETED(M) || !ishuman(M) || HAS_TRAIT(M, TRAIT_RADIMMUNE))
return
- if(intensity >= 5)
- M.apply_effect(round(intensity/0.075), EFFECT_UNCONSCIOUS)
- M.rad_act(intensity*10)
+ if(passed_intensity >= 5)
+ M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
+ M.rad_act(passed_intensity*10)
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))