Initial Commit

This commit is contained in:
skull132
2014-03-11 09:03:52 +02:00
commit a8d9450c7e
3486 changed files with 415920 additions and 0 deletions
@@ -0,0 +1,48 @@
/obj/item/weapon/reagent_containers/blood
name = "BloodPack"
desc = "Contains blood used for transfusion."
icon = 'icons/obj/bloodpack.dmi'
icon_state = "empty"
volume = 200
var/blood_type = null
New()
..()
if(blood_type != null)
name = "BloodPack [blood_type]"
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
on_reagent_change()
update_icon()
update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) icon_state = "empty"
if(10 to 50) icon_state = "half"
if(51 to INFINITY) icon_state = "full"
/obj/item/weapon/reagent_containers/blood/APlus
blood_type = "A+"
/obj/item/weapon/reagent_containers/blood/AMinus
blood_type = "A-"
/obj/item/weapon/reagent_containers/blood/BPlus
blood_type = "B+"
/obj/item/weapon/reagent_containers/blood/BMinus
blood_type = "B-"
/obj/item/weapon/reagent_containers/blood/OPlus
blood_type = "O+"
/obj/item/weapon/reagent_containers/blood/OMinus
blood_type = "O-"
/obj/item/weapon/reagent_containers/blood/empty
name = "Empty BloodPack"
desc = "Seems pretty useless... Maybe if there were a way to fill it?"
icon_state = "empty"
@@ -0,0 +1,107 @@
/obj/item/weapon/reagent_containers/borghypo
name = "Cyborg Hypospray"
desc = "An advanced chemical synthesizer and injection system, designed for heavy-duty medical equipment."
icon = 'icons/obj/syringe.dmi'
item_state = "hypo"
icon_state = "borghypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = null
flags = FPRINT
var/mode = 1
var/charge_cost = 50
var/charge_tick = 0
var/recharge_time = 5 //Time it takes for shots to recharge (in seconds)
var/list/datum/reagents/reagent_list = list()
var/list/reagent_ids = list("tricordrazine", "inaprovaline", "spaceacillin")
//var/list/reagent_ids = list("dexalin", "kelotane", "bicaridine", "anti_toxin", "inaprovaline", "spaceacillin")
/obj/item/weapon/reagent_containers/borghypo/New()
..()
for(var/R in reagent_ids)
add_reagent(R)
processing_objects.Add(src)
/obj/item/weapon/reagent_containers/borghypo/Del()
processing_objects.Remove(src)
..()
/obj/item/weapon/reagent_containers/borghypo/process() //Every [recharge_time] seconds, recharge some reagents for the cyborg
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
var/datum/reagents/RG = reagent_list[mode]
if(RG.total_volume < RG.maximum_volume) //Don't recharge reagents and drain power if the storage is full.
R.cell.use(charge_cost) //Take power from borg...
RG.add_reagent(reagent_ids[mode], 5) //And fill hypo with reagent.
//update_icon()
return 1
// Purely for testing purposes I swear~
/*
/obj/item/weapon/reagent_containers/borghypo/verb/add_cyanide()
set src in world
add_reagent("cyanide")
*/
// Use this to add more chemicals for the borghypo to produce.
/obj/item/weapon/reagent_containers/borghypo/proc/add_reagent(var/reagent)
reagent_ids |= reagent
var/datum/reagents/RG = new(30)
RG.my_atom = src
reagent_list += RG
var/datum/reagents/R = reagent_list[reagent_list.len]
R.add_reagent(reagent, 30)
/obj/item/weapon/reagent_containers/borghypo/attack(mob/M as mob, mob/user as mob)
var/datum/reagents/R = reagent_list[mode]
if(!R.total_volume)
user << "\red The injector is empty."
return
if (!( istype(M, /mob) ))
return
if (R.total_volume)
user << "\blue You inject [M] with the injector."
M << "\red You feel a tiny prick!"
R.reaction(M, INGEST)
if(M.reagents)
var/trans = R.trans_to(M, amount_per_transfer_from_this)
user << "\blue [trans] units injected. [R.total_volume] units remaining."
return
/obj/item/weapon/reagent_containers/borghypo/attack_self(mob/user as mob)
playsound(src.loc, 'sound/effects/pop.ogg', 50, 0) //Change the mode
mode++
if(mode > reagent_list.len)
mode = 1
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.
var/datum/reagent/R = chemical_reagents_list[reagent_ids[mode]]
user << "\blue Synthesizer is now producing '[R.name]'."
return
/obj/item/weapon/reagent_containers/borghypo/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
var/empty = 1
for(var/datum/reagents/RS in reagent_list)
var/datum/reagent/R = locate() in RS.reagent_list
if(R)
usr << "\blue It currently has [R.volume] units of [R.name] stored."
empty = 0
if(empty)
usr << "\blue It is currently empty. Allow some time for the internal syntheszier to produce more."
@@ -0,0 +1,108 @@
////////////////////////////////////////////////////////////////////////////////
/// Droppers.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/dropper
name = "Dropper"
desc = "A dropper. Transfers 5 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1,2,3,4,5)
volume = 5
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents || !flag) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/clothing/mask/cigarette)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
var/trans = 0
if(ismob(target))
var/time = 20 //2/3rds the time of a syringe
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] is trying to squirt something into []'s eyes!</B>", user, target), 1)
if(!do_mob(user, target, time)) return
if(istype(target , /mob/living/carbon/human))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = null
if( victim.wear_mask )
if ( victim.wear_mask.flags & MASKCOVERSEYES )
safe_thing = victim.wear_mask
if( victim.head )
if ( victim.head.flags & MASKCOVERSEYES )
safe_thing = victim.head
if(victim.glasses)
if ( !safe_thing )
safe_thing = victim.glasses
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
trans = src.reagents.trans_to(safe_thing, amount_per_transfer_from_this)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] tries to squirt something into []'s eyes, but fails!</B>", user, target), 1)
spawn(5)
src.reagents.reaction(safe_thing, TOUCH)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] squirts something into []'s eyes!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/mob/living/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been squirted with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to squirt [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) squirted [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
////////////////////////////////////////////////////////////////////////////////
/// Droppers. END
////////////////////////////////////////////////////////////////////////////////
@@ -0,0 +1,12 @@
////////////////////////////////////////////////////////////////////////////////
/// Food.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food
possible_transfer_amounts = null
volume = 50 //Sets the default container amount for all food items.
var/filling_color = "#FFFFFF" //Used by sandwiches.
/obj/item/weapon/reagent_containers/food/New()
..()
src.pixel_x = rand(-5.0, 5) //Randomizes postion slightly.
src.pixel_y = rand(-5.0, 5)
@@ -0,0 +1,266 @@
/obj/item/weapon/reagent_containers/food/drinks/cans
var canopened = 0
attack_self(mob/user as mob)
if (canopened == 0)
playsound(src.loc,'sound/effects/canopen.ogg', rand(10,50), 1)
user << "<span class='notice'>You open the drink with an audible pop!</span>"
canopened = 1
else
return
attack(mob/M as mob, mob/user as mob, def_zone)
if (canopened == 0)
user << "<span class='notice'> You need to open the drink!</span>"
return
var/datum/reagents/R = src.reagents
var/fillevel = gulp_size
if(!R.total_volume || !R)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow a gulp of [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
log_attack("[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] Reagents: [reagentlist(src)] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
bro.cell.use(30)
var/refill = R.get_master_reagent_id()
spawn(600)
R.add_reagent(refill, fillevel)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
return 0
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container()) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/datum/reagent/refill
var/datum/reagent/refillName
if(isrobot(user))
refill = reagents.get_master_reagent_id()
refillName = reagents.get_master_reagent_name()
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
var/chargeAmount = max(30,4*trans)
bro.cell.use(chargeAmount)
user << "Now synthesizing [trans] units of [refillName]..."
spawn(300)
reagents.add_reagent(refill, trans)
user << "Cyborg [src] refilled."
return
/* examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if(!reagents || reagents.total_volume==0)
usr << "\blue \The [src] is empty!"
else if (reagents.total_volume<=src.volume/4)
usr << "\blue \The [src] is almost empty!"
else if (reagents.total_volume<=src.volume*0.66)
usr << "\blue \The [src] is half full!"
else if (reagents.total_volume<=src.volume*0.90)
usr << "\blue \The [src] is almost full!"
else
usr << "\blue \The [src] is full!"*/
//DRINKS
/obj/item/weapon/reagent_containers/food/drinks/cans/cola
name = "Space Cola"
desc = "Cola. in space."
icon_state = "cola"
New()
..()
reagents.add_reagent("cola", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/waterbottle
name = "Bottled Water"
desc = "Introduced to the vending machines by Skrellian request, this water comes straight from the Martian poles."
icon_state = "waterbottle"
New()
..()
reagents.add_reagent("water", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/beer
name = "Space Beer"
desc = "Contains only water, malt and hops."
icon_state = "beer"
New()
..()
reagents.add_reagent("beer", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/ale
name = "Magm-Ale"
desc = "A true dorf's drink of choice."
icon_state = "alebottle"
item_state = "beer"
New()
..()
reagents.add_reagent("ale", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/space_mountain_wind
name = "Space Mountain Wind"
desc = "Blows right through you like a space wind."
icon_state = "space_mountain_wind"
New()
..()
reagents.add_reagent("spacemountainwind", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/thirteenloko
name = "Thirteen Loko"
desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsibly."
icon_state = "thirteen_loko"
New()
..()
reagents.add_reagent("thirteenloko", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/dr_gibb
name = "Dr. Gibb"
desc = "A delicious mixture of 42 different flavors."
icon_state = "dr_gibb"
New()
..()
reagents.add_reagent("dr_gibb", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/starkist
name = "Star-kist"
desc = "The taste of a star in liquid form. And, a bit of tuna...?"
icon_state = "starkist"
New()
..()
reagents.add_reagent("cola", 15)
reagents.add_reagent("orangejuice", 15)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/space_up
name = "Space-Up"
desc = "Tastes like a hull breach in your mouth."
icon_state = "space-up"
New()
..()
reagents.add_reagent("space_up", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/lemon_lime
name = "Lemon-Lime"
desc = "You wanted ORANGE. It gave you Lemon Lime."
icon_state = "lemon-lime"
New()
..()
reagents.add_reagent("lemon_lime", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/iced_tea
name = "Vrisk Serket Iced Tea"
desc = "That sweet, refreshing southern earthy flavor. That's where it's from, right? South Earth?"
icon_state = "ice_tea_can"
New()
..()
reagents.add_reagent("icetea", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/grape_juice
name = "Grapel Juice"
desc = "500 pages of rules of how to appropriately enter into a combat with this juice!"
icon_state = "purple_can"
New()
..()
reagents.add_reagent("grapejuice", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cans/tonic
name = "T-Borg's Tonic Water"
desc = "Quinine tastes funny, but at least it'll keep that Space Malaria away."
icon_state = "tonic"
New()
..()
reagents.add_reagent("tonic", 50)
/obj/item/weapon/reagent_containers/food/drinks/cans/sodawater
name = "Soda Water"
desc = "A can of soda water. Still water's more refreshing cousin."
icon_state = "sodawater"
New()
..()
reagents.add_reagent("sodawater", 50)
@@ -0,0 +1,174 @@
///////////////////////////////////////////////Condiments
//Notes by Darem: The condiments food-subtype is for stuff you don't actually eat but you use to modify existing food. They all
// leave empty containers when used up and can be filled/re-filled with other items. Formatting for first section is identical
// to mixed-drinks code. If you want an object that starts pre-loaded, you need to make it in addition to the other code.
//Food items that aren't eaten normally and leave an empty container behind.
/obj/item/weapon/reagent_containers/food/condiment
name = "Condiment Container"
desc = "Just your average condiment container."
icon = 'icons/obj/food.dmi'
icon_state = "emptycondiment"
flags = FPRINT | TABLEPASS | OPENCONTAINER
possible_transfer_amounts = list(1,5,10)
volume = 50
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
var/datum/reagents/R = src.reagents
if(!R || !R.total_volume)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow some of contents of the [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [src.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
msg_admin_attack("[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
//Something like a glass or a food item. Player probably wants to transfer TO it.
else if(target.is_open_container() || istype(target, /obj/item/weapon/reagent_containers/food/snacks))
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red you can't add anymore to [target]."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the condiment to [target]."
on_reagent_change()
if(icon_state == "saltshakersmall" || icon_state == "peppermillsmall")
return
if(reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("ketchup")
name = "Ketchup"
desc = "You feel more American already."
icon_state = "ketchup"
if("capsaicin")
name = "Hotsauce"
desc = "You can almost TASTE the stomach ulcers now!"
icon_state = "hotsauce"
if("enzyme")
name = "Universal Enzyme"
desc = "Used in cooking various dishes."
icon_state = "enzyme"
if("soysauce")
name = "Soy Sauce"
desc = "A salty soy-based flavoring."
icon_state = "soysauce"
if("frostoil")
name = "Coldsauce"
desc = "Leaves the tongue numb in its passage."
icon_state = "coldsauce"
if("sodiumchloride")
name = "Salt Shaker"
desc = "Salt. From space oceans, presumably."
icon_state = "saltshaker"
if("blackpepper")
name = "Pepper Mill"
desc = "Often used to flavor food or make people sneeze."
icon_state = "peppermillsmall"
if("cornoil")
name = "Corn Oil"
desc = "A delicious oil used in cooking. Made from corn."
icon_state = "oliveoil"
if("sugar")
name = "Sugar"
desc = "Tastey space sugar!"
else
name = "Misc Condiment Bottle"
if (reagents.reagent_list.len==1)
desc = "Looks like it is [reagents.get_master_reagent_name()], but you are not sure."
else
desc = "A mixture of various condiments. [reagents.get_master_reagent_name()] is one of them."
icon_state = "mixedcondiments"
else
icon_state = "emptycondiment"
name = "Condiment Bottle"
desc = "An empty condiment bottle."
return
/obj/item/weapon/reagent_containers/food/condiment/enzyme
name = "Universal Enzyme"
desc = "Used in cooking various dishes."
icon_state = "enzyme"
New()
..()
reagents.add_reagent("enzyme", 50)
/obj/item/weapon/reagent_containers/food/condiment/sugar
New()
..()
reagents.add_reagent("sugar", 50)
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
name = "Salt Shaker" // a large one.
desc = "Salt. From space oceans, presumably."
icon_state = "saltshakersmall"
possible_transfer_amounts = list(1,20) //for clown turning the lid off
amount_per_transfer_from_this = 1
volume = 20
New()
..()
reagents.add_reagent("sodiumchloride", 20)
/obj/item/weapon/reagent_containers/food/condiment/peppermill
name = "Pepper Mill"
desc = "Often used to flavor food or make people sneeze."
icon_state = "peppermillsmall"
possible_transfer_amounts = list(1,20) //for clown turning the lid off
amount_per_transfer_from_this = 1
volume = 20
New()
..()
reagents.add_reagent("blackpepper", 20)
@@ -0,0 +1,303 @@
////////////////////////////////////////////////////////////////////////////////
/// Drinks.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/drinks
name = "drink"
desc = "yummy"
icon = 'icons/obj/drinks.dmi'
icon_state = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/gulp_size = 5 //This is now officially broken ... need to think of a nice way to fix it.
possible_transfer_amounts = list(5,10,25)
volume = 50
on_reagent_change()
if (gulp_size < 5) gulp_size = 5
else gulp_size = max(round(reagents.total_volume / 5), 5)
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
var/datum/reagents/R = src.reagents
var/fillevel = gulp_size
if(!R.total_volume || !R)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow a gulp of [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
log_attack("[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] Reagents: [reagentlist(src)] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
bro.cell.use(30)
var/refill = R.get_master_reagent_id()
spawn(600)
R.add_reagent(refill, fillevel)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
return 1
return 0
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container()) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/datum/reagent/refill
var/datum/reagent/refillName
if(isrobot(user))
refill = reagents.get_master_reagent_id()
refillName = reagents.get_master_reagent_name()
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
var/chargeAmount = max(30,4*trans)
bro.cell.use(chargeAmount)
user << "Now synthesizing [trans] units of [refillName]..."
spawn(300)
reagents.add_reagent(refill, trans)
user << "Cyborg [src] refilled."
return
examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if(!reagents || reagents.total_volume==0)
usr << "\blue \The [src] is empty!"
else if (reagents.total_volume<=src.volume/4)
usr << "\blue \The [src] is almost empty!"
else if (reagents.total_volume<=src.volume*0.66)
usr << "\blue \The [src] is half full!"
else if (reagents.total_volume<=src.volume*0.90)
usr << "\blue \The [src] is almost full!"
else
usr << "\blue \The [src] is full!"
////////////////////////////////////////////////////////////////////////////////
/// Drinks. END
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/drinks/golden_cup
desc = "A golden cup"
name = "golden cup"
icon_state = "golden_cup"
item_state = "" //nope :(
w_class = 4
force = 14
throwforce = 10
amount_per_transfer_from_this = 20
possible_transfer_amounts = null
volume = 150
flags = FPRINT | CONDUCT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/food/drinks/golden_cup/tournament_26_06_2011
desc = "A golden cup. It will be presented to a winner of tournament 26 june and name of the winner will be graved on it."
///////////////////////////////////////////////Drinks
//Notes by Darem: Drinks are simply containers that start preloaded. Unlike condiments, the contents can be ingested directly
// rather then having to add it to something else first. They should only contain liquids. They have a default container size of 50.
// Formatting is the same as food.
/obj/item/weapon/reagent_containers/food/drinks/milk
name = "Space Milk"
desc = "It's milk. White and nutritious goodness!"
icon_state = "milk"
item_state = "carton"
New()
..()
reagents.add_reagent("milk", 50)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/flour
name = "flour sack"
desc = "A big bag of flour. Good for baking!"
icon = 'icons/obj/food.dmi'
icon_state = "flour"
item_state = "flour"
New()
..()
reagents.add_reagent("flour", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/soymilk
name = "SoyMilk"
desc = "It's soy milk. White and nutritious goodness!"
icon_state = "soymilk"
item_state = "carton"
New()
..()
reagents.add_reagent("soymilk", 50)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/coffee
name = "Robust Coffee"
desc = "Careful, the beverage you're about to enjoy is extremely hot."
icon_state = "coffee"
New()
..()
reagents.add_reagent("coffee", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/tea
name = "Duke Purple Tea"
desc = "An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea."
icon_state = "teacup"
item_state = "coffee"
New()
..()
reagents.add_reagent("tea", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/ice
name = "Ice Cup"
desc = "Careful, cold ice, do not chew."
icon_state = "coffee"
New()
..()
reagents.add_reagent("ice", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/h_chocolate
name = "Dutch Hot Coco"
desc = "Made in Space South America."
icon_state = "hot_coco"
item_state = "coffee"
New()
..()
reagents.add_reagent("hot_coco", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/dry_ramen
name = "Cup Ramen"
desc = "Just add 10ml water, self heats! A taste that reminds you of your school years."
icon_state = "ramen"
New()
..()
reagents.add_reagent("dry_ramen", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/sillycup
name = "Paper Cup"
desc = "A paper water cup."
icon_state = "water_cup_e"
possible_transfer_amounts = null
volume = 10
New()
..()
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
on_reagent_change()
if(reagents.total_volume)
icon_state = "water_cup"
else
icon_state = "water_cup_e"
//////////////////////////drinkingglass and shaker//
//Note by Darem: This code handles the mixing of drinks. New drinks go in three places: In Chemistry-Reagents.dm (for the drink
// itself), in Chemistry-Recipes.dm (for the reaction that changes the components into the drink), and here (for the drinking glass
// icon states.
/obj/item/weapon/reagent_containers/food/drinks/shaker
name = "Shaker"
desc = "A metal shaker to mix drinks in."
icon_state = "shaker"
amount_per_transfer_from_this = 10
volume = 100
/obj/item/weapon/reagent_containers/food/drinks/flask
name = "Captain's Flask"
desc = "A metal flask belonging to the captain"
icon_state = "flask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/detflask
name = "Detective's Flask"
desc = "A metal flask with a leather band and golden badge belonging to the detective."
icon_state = "detflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/barflask
name = "flask"
desc = "For those who can't be bothered to hang out at the bar to drink."
icon_state = "barflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/flask/vacuumflask
name = "vacuum flask"
desc = "Keeping your drinks at the perfect temperature since 1892."
icon_state = "vacuumflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/britcup
name = "cup"
desc = "A cup with the British flag emblazoned on it."
icon_state = "britcup"
volume = 30
@@ -0,0 +1,319 @@
///////////////////////////////////////////////Alchohol bottles! -Agouri //////////////////////////
//Functionally identical to regular drinks. The only difference is that the default bottle size is 100. - Darem
//Bottles now weaken and break when smashed on people's heads. - Giacom
/obj/item/weapon/reagent_containers/food/drinks/bottle
amount_per_transfer_from_this = 10
volume = 100
item_state = "broken_beer" //Generic held-item sprite until unique ones are made.
var/const/duration = 13 //Directly relates to the 'weaken' duration. Lowered by armor (i.e. helmets)
var/isGlass = 1 //Whether the 'bottle' is made of glass or not so that milk cartons dont shatter when someone gets hit by it
/obj/item/weapon/reagent_containers/food/drinks/bottle/proc/smash(mob/living/target as mob, mob/living/user as mob)
//Creates a shattering noise and replaces the bottle with a broken_bottle
user.drop_item()
var/obj/item/weapon/broken_bottle/B = new /obj/item/weapon/broken_bottle(user.loc)
user.put_in_active_hand(B)
if(prob(33))
new/obj/item/weapon/shard(target.loc) // Create a glass shard at the target's location!
B.icon_state = src.icon_state
var/icon/I = new('icons/obj/drinks.dmi', src.icon_state)
I.Blend(B.broken_outline, ICON_OVERLAY, rand(5), 1)
I.SwapColor(rgb(255, 0, 220, 255), rgb(0, 0, 0, 0))
B.icon = I
playsound(src, "shatter", 70, 1)
user.put_in_active_hand(B)
src.transfer_fingerprints_to(B)
del(src)
/obj/item/weapon/reagent_containers/food/drinks/bottle/attack(mob/living/target as mob, mob/living/user as mob)
if(!target)
return
if(user.a_intent != "hurt" || !isGlass)
return ..()
force = 15 //Smashing bottles over someoen's head hurts.
var/datum/organ/external/affecting = user.zone_sel.selecting //Find what the player is aiming at
var/armor_block = 0 //Get the target's armour values for normal attack damage.
var/armor_duration = 0 //The more force the bottle has, the longer the duration.
//Calculating duration and calculating damage.
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/headarmor = 0 // Target's head armour
armor_block = H.run_armor_check(affecting, "melee") // For normal attack damage
//If they have a hat/helmet and the user is targeting their head.
if(istype(H.head, /obj/item/clothing/head) && affecting == "head")
// If their head has an armour value, assign headarmor to it, else give it 0.
if(H.head.armor["melee"])
headarmor = H.head.armor["melee"]
else
headarmor = 0
else
headarmor = 0
//Calculate the weakening duration for the target.
armor_duration = (duration - headarmor) + force
else
//Only humans can have armour, right?
armor_block = target.run_armor_check(affecting, "melee")
if(affecting == "head")
armor_duration = duration + force
armor_duration /= 10
//Apply the damage!
target.apply_damage(force, BRUTE, affecting, armor_block)
// You are going to knock someone out for longer if they are not wearing a helmet.
if(affecting == "head" && istype(target, /mob/living/carbon/))
//Display an attack message.
for(var/mob/O in viewers(user, null))
if(target != user) O.show_message(text("\red <B>[target] has been hit over the head with a bottle of [src.name], by [user]!</B>"), 1)
else O.show_message(text("\red <B>[target] hit himself with a bottle of [src.name] on the head!</B>"), 1)
//Weaken the target for the duration that we calculated and divide it by 5.
if(armor_duration)
target.apply_effect(min(armor_duration, 10) , WEAKEN) // Never weaken more than a flash!
else
//Default attack message and don't weaken the target.
for(var/mob/O in viewers(user, null))
if(target != user) O.show_message(text("\red <B>[target] has been attacked with a bottle of [src.name], by [user]!</B>"), 1)
else O.show_message(text("\red <B>[target] has attacked himself with a bottle of [src.name]!</B>"), 1)
//Attack logs
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Has attacked [target.name] ([target.ckey]) with a bottle!</font>")
target.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been smashed with a bottle by [user.name] ([user.ckey])</font>")
msg_admin_attack("[user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with a bottle. (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
//The reagents in the bottle splash all over the target, thanks for the idea Nodrak
if(src.reagents)
for(var/mob/O in viewers(user, null))
O.show_message(text("\blue <B>The contents of the [src] splashes all over [target]!</B>"), 1)
src.reagents.reaction(target, TOUCH)
//Finally, smash the bottle. This kills (del) the bottle.
src.smash(target, user)
return
//Keeping this here for now, I'll ask if I should keep it here.
/obj/item/weapon/broken_bottle
name = "Broken Bottle"
desc = "A bottle with a sharp broken bottom."
icon = 'icons/obj/drinks.dmi'
icon_state = "broken_bottle"
force = 9.0
throwforce = 5.0
throw_speed = 3
throw_range = 5
item_state = "beer"
attack_verb = list("stabbed", "slashed", "attacked")
var/icon/broken_outline = icon('icons/obj/drinks.dmi', "broken")
/obj/item/weapon/broken_bottle/attack(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
playsound(loc, 'sound/weapons/bladeslice.ogg', 50, 1, -1)
return ..()
/obj/item/weapon/reagent_containers/food/drinks/bottle/gin
name = "Griffeater Gin"
desc = "A bottle of high quality gin, produced in the New London Space Station."
icon_state = "ginbottle"
New()
..()
reagents.add_reagent("gin", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey
name = "Uncle Git's Special Reserve"
desc = "A premium single-malt whiskey, gently matured inside the tunnels of a nuclear shelter. TUNNEL WHISKEY RULES."
icon_state = "whiskeybottle"
New()
..()
reagents.add_reagent("whiskey", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka
name = "Tunguska Triple Distilled"
desc = "Aah, vodka. Prime choice of drink AND fuel by Russians worldwide."
icon_state = "vodkabottle"
New()
..()
reagents.add_reagent("vodka", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla
name = "Caccavo Guaranteed Quality Tequilla"
desc = "Made from premium petroleum distillates, pure thalidomide and other fine quality ingredients!"
icon_state = "tequillabottle"
New()
..()
reagents.add_reagent("tequilla", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing
name = "Bottle of Nothing"
desc = "A bottle filled with nothing"
icon_state = "bottleofnothing"
New()
..()
reagents.add_reagent("nothing", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron
name = "Wrapp Artiste Patron"
desc = "Silver laced tequilla, served in space night clubs across the galaxy."
icon_state = "patronbottle"
New()
..()
reagents.add_reagent("patron", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum
name = "Captain Pete's Cuban Spiced Rum"
desc = "This isn't just rum, oh no. It's practically GRIFF in a bottle."
icon_state = "rumbottle"
New()
..()
reagents.add_reagent("rum", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater
name = "Flask of Holy Water"
desc = "A flask of the chaplain's holy water."
icon_state = "holyflask"
New()
..()
reagents.add_reagent("holywater", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth
name = "Goldeneye Vermouth"
desc = "Sweet, sweet dryness~"
icon_state = "vermouthbottle"
New()
..()
reagents.add_reagent("vermouth", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua
name = "Robert Robust's Coffee Liqueur"
desc = "A widely known, Mexican coffee-flavoured liqueur. In production since 1936, HONK"
icon_state = "kahluabottle"
New()
..()
reagents.add_reagent("kahlua", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager
name = "College Girl Goldschlager"
desc = "Because they are the only ones who will drink 100 proof cinnamon schnapps."
icon_state = "goldschlagerbottle"
New()
..()
reagents.add_reagent("goldschlager", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac
name = "Chateau De Baton Premium Cognac"
desc = "A sweet and strongly alchoholic drink, made after numerous distillations and years of maturing. You might as well not scream 'SHITCURITY' this time."
icon_state = "cognacbottle"
New()
..()
reagents.add_reagent("cognac", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine
name = "Doublebeard Bearded Special Wine"
desc = "A faint aura of unease and asspainery surrounds the bottle."
icon_state = "winebottle"
New()
..()
reagents.add_reagent("wine", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe
name = "Jailbreaker Verte"
desc = "One sip of this and you just know you're gonna have a good time."
icon_state = "absinthebottle"
New()
..()
reagents.add_reagent("absinthe", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/melonliquor
name = "Emeraldine Melon Liquor"
desc = "A bottle of 46 proof Emeraldine Melon Liquor. Sweet and light."
icon_state = "alco-green" //Placeholder.
New()
..()
reagents.add_reagent("melonliquor", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/bluecuracao
name = "Miss Blue Curacao"
desc = "A fruity, exceptionally azure drink. Does not allow the imbiber to use the fifth magic."
icon_state = "alco-blue" //Placeholder.
New()
..()
reagents.add_reagent("bluecuracao", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/grenadine
name = "Briar Rose Grenadine Syrup"
desc = "Sweet and tangy, a bar syrup used to add color or flavor to drinks."
icon_state = "grenadinebottle"
New()
..()
reagents.add_reagent("grenadine", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/pwine
name = "Warlock's Velvet"
desc = "What a delightful packaging for a surely high quality wine! The vintage must be amazing!"
icon_state = "pwinebottle"
New()
..()
reagents.add_reagent("pwine", 100)
//////////////////////////JUICES AND STUFF ///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice
name = "Orange Juice"
desc = "Full of vitamins and deliciousness!"
icon_state = "orangejuice"
item_state = "carton"
isGlass = 0
New()
..()
reagents.add_reagent("orangejuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cream
name = "Milk Cream"
desc = "It's cream. Made from milk. What else did you think you'd find in there?"
icon_state = "cream"
item_state = "carton"
isGlass = 0
New()
..()
reagents.add_reagent("cream", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/tomatojuice
name = "Tomato Juice"
desc = "Well, at least it LOOKS like tomato juice. You can't tell with all that redness."
icon_state = "tomatojuice"
item_state = "carton"
isGlass = 0
New()
..()
reagents.add_reagent("tomatojuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/limejuice
name = "Lime Juice"
desc = "Sweet-sour goodness."
icon_state = "limejuice"
item_state = "carton"
isGlass = 0
New()
..()
reagents.add_reagent("limejuice", 100)
@@ -0,0 +1,506 @@
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass
name = "glass"
desc = "Your standard drinking glass."
icon_state = "glass_empty"
amount_per_transfer_from_this = 10
volume = 50
on_reagent_change()
/*if(reagents.reagent_list.len > 1 )
icon_state = "glass_brown"
name = "Glass of Hooch"
desc = "Two or more drinks, mixed together."*/
/*else if(reagents.reagent_list.len == 1)
for(var/datum/reagent/R in reagents.reagent_list)
switch(R.id)*/
if (reagents.reagent_list.len > 0)
//mrid = R.get_master_reagent_id()
switch(reagents.get_master_reagent_id())
if("beer")
icon_state = "beerglass"
name = "Beer glass"
desc = "A freezing pint of beer"
if("beer2")
icon_state = "beerglass"
name = "Beer glass"
desc = "A freezing pint of beer"
if("ale")
icon_state = "aleglass"
name = "Ale glass"
desc = "A freezing pint of delicious Ale"
if("milk")
icon_state = "glass_white"
name = "Glass of milk"
desc = "White and nutritious goodness!"
if("cream")
icon_state = "glass_white"
name = "Glass of cream"
desc = "Ewwww..."
if("chocolate")
icon_state = "chocolateglass"
name = "Glass of chocolate"
desc = "Tasty"
if("lemonjuice")
icon_state = "lemonglass"
name = "Glass of lemonjuice"
desc = "Sour..."
if("cola")
icon_state = "glass_brown"
name = "Glass of Space Cola"
desc = "A glass of refreshing Space Cola"
if("nuka_cola")
icon_state = "nuka_colaglass"
name = "Nuka Cola"
desc = "Don't cry, Don't raise your eye, It's only nuclear wasteland"
if("orangejuice")
icon_state = "glass_orange"
name = "Glass of Orange juice"
desc = "Vitamins! Yay!"
if("tomatojuice")
icon_state = "glass_red"
name = "Glass of Tomato juf"
desc = "Are you sure this is tomato juice?"
if("blood")
icon_state = "glass_red"
name = "Glass of Tomato juice"
desc = "Are you sure this is tomato juice?"
if("limejuice")
icon_state = "glass_green"
name = "Glass of Lime juice"
desc = "A glass of sweet-sour lime juice."
if("whiskey")
icon_state = "whiskeyglass"
name = "Glass of whiskey"
desc = "The silky, smokey whiskey goodness inside the glass makes the drink look very classy."
if("gin")
icon_state = "ginvodkaglass"
name = "Glass of gin"
desc = "A crystal clear glass of Griffeater gin."
if("vodka")
icon_state = "ginvodkaglass"
name = "Glass of vodka"
desc = "The glass contain wodka. Xynta."
if("sake")
icon_state = "ginvodkaglass"
name = "Glass of Sake"
desc = "A glass of Sake."
if("goldschlager")
icon_state = "ginvodkaglass"
name = "Glass of goldschlager"
desc = "100 proof that teen girls will drink anything with gold in it."
if("wine")
icon_state = "wineglass"
name = "Glass of wine"
desc = "A very classy looking drink."
if("cognac")
icon_state = "cognacglass"
name = "Glass of cognac"
desc = "Damn, you feel like some kind of French aristocrat just by holding this."
if ("kahlua")
icon_state = "kahluaglass"
name = "Glass of RR coffee Liquor"
desc = "DAMN, THIS THING LOOKS ROBUST"
if("vermouth")
icon_state = "vermouthglass"
name = "Glass of Vermouth"
desc = "You wonder why you're even drinking this straight."
if("tequilla")
icon_state = "tequillaglass"
name = "Glass of Tequilla"
desc = "Now all that's missing is the weird colored shades!"
if("patron")
icon_state = "patronglass"
name = "Glass of Patron"
desc = "Drinking patron in the bar, with all the subpar ladies."
if("rum")
icon_state = "rumglass"
name = "Glass of Rum"
desc = "Now you want to Pray for a pirate suit, don't you?"
if("gintonic")
icon_state = "gintonicglass"
name = "Gin and Tonic"
desc = "A mild but still great cocktail. Drink up, like a true Englishman."
if("whiskeycola")
icon_state = "whiskeycolaglass"
name = "Whiskey Cola"
desc = "An innocent-looking mixture of cola and Whiskey. Delicious."
if("whiterussian")
icon_state = "whiterussianglass"
name = "White Russian"
desc = "A very nice looking drink. But that's just, like, your opinion, man."
if("screwdrivercocktail")
icon_state = "screwdriverglass"
name = "Screwdriver"
desc = "A simple, yet superb mixture of Vodka and orange juice. Just the thing for the tired engineer."
if("bloodymary")
icon_state = "bloodymaryglass"
name = "Bloody Mary"
desc = "Tomato juice, mixed with Vodka and a lil' bit of lime. Tastes like liquid murder."
if("martini")
icon_state = "martiniglass"
name = "Classic Martini"
desc = "Damn, the bartender even stirred it, not shook it."
if("vodkamartini")
icon_state = "martiniglass"
name = "Vodka martini"
desc ="A bastardisation of the classic martini. Still great."
if("gargleblaster")
icon_state = "gargleblasterglass"
name = "Pan-Galactic Gargle Blaster"
desc = "Does... does this mean that Arthur and Ford are on the station? Oh joy."
if("bravebull")
icon_state = "bravebullglass"
name = "Brave Bull"
desc = "Tequilla and Coffee liquor, brought together in a mouthwatering mixture. Drink up."
if("tequillasunrise")
icon_state = "tequillasunriseglass"
name = "Tequilla Sunrise"
desc = "Oh great, now you feel nostalgic about sunrises back on Terra..."
if("toxinsspecial")
icon_state = "toxinsspecialglass"
name = "Toxins Special"
desc = "Whoah, this thing is on FIRE"
if("beepskysmash")
icon_state = "beepskysmashglass"
name = "Beepsky Smash"
desc = "Heavy, hot and strong. Just like the Iron fist of the LAW."
if("doctorsdelight")
icon_state = "doctorsdelightglass"
name = "Doctor's Delight"
desc = "A healthy mixture of juices, guaranteed to keep you healthy until the next toolboxing takes place."
if("manlydorf")
icon_state = "manlydorfglass"
name = "The Manly Dorf"
desc = "A manly concotion made from Ale and Beer. Intended for true men only."
if("irishcream")
icon_state = "irishcreamglass"
name = "Irish Cream"
desc = "It's cream, mixed with whiskey. What else would you expect from the Irish?"
if("cubalibre")
icon_state = "cubalibreglass"
name = "Cuba Libre"
desc = "A classic mix of rum and cola."
if("b52")
icon_state = "b52glass"
name = "B-52"
desc = "Kahlua, Irish Cream, and congac. You will get bombed."
if("atomicbomb")
icon_state = "atomicbombglass"
name = "Atomic Bomb"
desc = "Nanotrasen cannot take legal responsibility for your actions after imbibing."
if("longislandicedtea")
icon_state = "longislandicedteaglass"
name = "Long Island Iced Tea"
desc = "The liquor cabinet, brought together in a delicious mix. Intended for middle-aged alcoholic women only."
if("threemileisland")
icon_state = "threemileislandglass"
name = "Three Mile Island Ice Tea"
desc = "A glass of this is sure to prevent a meltdown."
if("margarita")
icon_state = "margaritaglass"
name = "Margarita"
desc = "On the rocks with salt on the rim. Arriba~!"
if("blackrussian")
icon_state = "blackrussianglass"
name = "Black Russian"
desc = "For the lactose-intolerant. Still as classy as a White Russian."
if("vodkatonic")
icon_state = "vodkatonicglass"
name = "Vodka and Tonic"
desc = "For when a gin and tonic isn't russian enough."
if("manhattan")
icon_state = "manhattanglass"
name = "Manhattan"
desc = "The Detective's undercover drink of choice. He never could stomach gin..."
if("manhattan_proj")
icon_state = "proj_manhattanglass"
name = "Manhattan Project"
desc = "A scienitst drink of choice, for thinking how to blow up the station."
if("ginfizz")
icon_state = "ginfizzglass"
name = "Gin Fizz"
desc = "Refreshingly lemony, deliciously dry."
if("irishcoffee")
icon_state = "irishcoffeeglass"
name = "Irish Coffee"
desc = "Coffee and alcohol. More fun than a Mimosa to drink in the morning."
if("hooch")
icon_state = "glass_brown2"
name = "Hooch"
desc = "You've really hit rock bottom now... your liver packed its bags and left last night."
if("whiskeysoda")
icon_state = "whiskeysodaglass2"
name = "Whiskey Soda"
desc = "Ultimate refreshment."
if("tonic")
icon_state = "glass_clear"
name = "Glass of Tonic Water"
desc = "Quinine tastes funny, but at least it'll keep that Space Malaria away."
if("sodawater")
icon_state = "glass_clear"
name = "Glass of Soda Water"
desc = "Soda water. Why not make a scotch and soda?"
if("water")
icon_state = "glass_clear"
name = "Glass of Water"
desc = "The father of all refreshments."
if("spacemountainwind")
icon_state = "Space_mountain_wind_glass"
name = "Glass of Space Mountain Wind"
desc = "Space Mountain Wind. As you know, there are no mountains in space, only wind."
if("thirteenloko")
icon_state = "thirteen_loko_glass"
name = "Glass of Thirteen Loko"
desc = "This is a glass of Thirteen Loko, it appears to be of the highest quality. The drink, not the glass"
if("dr_gibb")
icon_state = "dr_gibb_glass"
name = "Glass of Dr. Gibb"
desc = "Dr. Gibb. Not as dangerous as the name might imply."
if("space_up")
icon_state = "space-up_glass"
name = "Glass of Space-up"
desc = "Space-up. It helps keep your cool."
if("moonshine")
icon_state = "glass_clear"
name = "Moonshine"
desc = "You've really hit rock bottom now... your liver packed its bags and left last night."
if("soymilk")
icon_state = "glass_white"
name = "Glass of soy milk"
desc = "White and nutritious soy goodness!"
if("berryjuice")
icon_state = "berryjuice"
name = "Glass of berry juice"
desc = "Berry juice. Or maybe its jam. Who cares?"
if("poisonberryjuice")
icon_state = "poisonberryjuice"
name = "Glass of poison berry juice"
desc = "A glass of deadly juice."
if("carrotjuice")
icon_state = "carrotjuice"
name = "Glass of carrot juice"
desc = "It is just like a carrot but without crunching."
if("banana")
icon_state = "banana"
name = "Glass of banana juice"
desc = "The raw essence of a banana. HONK"
if("bahama_mama")
icon_state = "bahama_mama"
name = "Bahama Mama"
desc = "Tropic cocktail"
if("singulo")
icon_state = "singulo"
name = "Singulo"
desc = "A blue-space beverage."
if("alliescocktail")
icon_state = "alliescocktail"
name = "Allies cocktail"
desc = "A drink made from your allies."
if("antifreeze")
icon_state = "antifreeze"
name = "Anti-freeze"
desc = "The ultimate refreshment."
if("barefoot")
icon_state = "b&p"
name = "Barefoot"
desc = "Barefoot and pregnant"
if("demonsblood")
icon_state = "demonsblood"
name = "Demons Blood"
desc = "Just looking at this thing makes the hair at the back of your neck stand up."
if("booger")
icon_state = "booger"
name = "Booger"
desc = "Ewww..."
if("snowwhite")
icon_state = "snowwhite"
name = "Snow White"
desc = "A cold refreshment."
if("aloe")
icon_state = "aloe"
name = "Aloe"
desc = "Very, very, very good."
if("andalusia")
icon_state = "andalusia"
name = "Andalusia"
desc = "A nice, strange named drink."
if("sbiten")
icon_state = "sbitenglass"
name = "Sbiten"
desc = "A spicy mix of Vodka and Spice. Very hot."
if("red_mead")
icon_state = "red_meadglass"
name = "Red Mead"
desc = "A True Vikings Beverage, though its color is strange."
if("mead")
icon_state = "meadglass"
name = "Mead"
desc = "A Vikings Beverage, though a cheap one."
if("iced_beer")
icon_state = "iced_beerglass"
name = "Iced Beer"
desc = "A beer so frosty, the air around it freezes."
if("grog")
icon_state = "grogglass"
name = "Grog"
desc = "A fine and cepa drink for Space."
if("soy_latte")
icon_state = "soy_latte"
name = "Soy Latte"
desc = "A nice and refrshing beverage while you are reading."
if("cafe_latte")
icon_state = "cafe_latte"
name = "Cafe Latte"
desc = "A nice, strong and refreshing beverage while you are reading."
if("acidspit")
icon_state = "acidspitglass"
name = "Acid Spit"
desc = "A drink from Nanotrasen. Made from live aliens."
if("amasec")
icon_state = "amasecglass"
name = "Amasec"
desc = "Always handy before COMBAT!!!"
if("neurotoxin")
icon_state = "neurotoxinglass"
name = "Neurotoxin"
desc = "A drink that is guaranteed to knock you silly."
if("hippiesdelight")
icon_state = "hippiesdelightglass"
name = "Hippie's Delight"
desc = "A drink enjoyed by people during the 1960's."
if("bananahonk")
icon_state = "bananahonkglass"
name = "Banana Honk"
desc = "A drink from Banana Heaven."
if("silencer")
icon_state = "silencerglass"
name = "Silencer"
desc = "A drink from mime Heaven."
if("nothing")
icon_state = "nothing"
name = "Nothing"
desc = "Absolutely nothing."
if("devilskiss")
icon_state = "devilskiss"
name = "Devils Kiss"
desc = "Creepy time!"
if("changelingsting")
icon_state = "changelingsting"
name = "Changeling Sting"
desc = "A stingy drink."
if("irishcarbomb")
icon_state = "irishcarbomb"
name = "Irish Car Bomb"
desc = "An irish car bomb."
if("syndicatebomb")
icon_state = "syndicatebomb"
name = "Syndicate Bomb"
desc = "A syndicate bomb."
if("erikasurprise")
icon_state = "erikasurprise"
name = "Erika Surprise"
desc = "The surprise is, it's green!"
if("driestmartini")
icon_state = "driestmartiniglass"
name = "Driest Martini"
desc = "Only for the experienced. You think you see sand floating in the glass."
if("ice")
icon_state = "iceglass"
name = "Glass of ice"
desc = "Generally, you're supposed to put something else in there too..."
if("icecoffee")
icon_state = "icedcoffeeglass"
name = "Iced Coffee"
desc = "A drink to perk you up and refresh you!"
if("coffee")
icon_state = "glass_brown"
name = "Glass of coffee"
desc = "Don't drop it, or you'll send scalding liquid and glass shards everywhere."
if("bilk")
icon_state = "glass_brown"
name = "Glass of bilk"
desc = "A brew of milk and beer. For those alcoholics who fear osteoporosis."
if("fuel")
icon_state = "dr_gibb_glass"
name = "Glass of welder fuel"
desc = "Unless you are an industrial tool, this is probably not safe for consumption."
if("brownstar")
icon_state = "brownstar"
name = "Brown Star"
desc = "It's not what it sounds like..."
if("grapejuice")
icon_state = "grapejuice"
name = "Glass of grape juice"
desc = "It's grrrrrape!"
if("grapesoda")
icon_state = "grapesoda"
name = "Can of Grape Soda"
desc = "Looks like a delicious drank!"
if("icetea")
icon_state = "icedteaglass"
name = "Iced Tea"
desc = "No relation to a certain rap artist/ actor."
if("grenadine")
icon_state = "grenadineglass"
name = "Glass of grenadine syrup"
desc = "Sweet and tangy, a bar syrup used to add color or flavor to drinks."
if("milkshake")
icon_state = "milkshake"
name = "Milkshake"
desc = "Glorious brainfreezing mixture."
if("lemonade")
icon_state = "lemonadeglass"
name = "Lemonade"
desc = "Oh the nostalgia..."
if("kiraspecial")
icon_state = "kiraspecial"
name = "Kira Special"
desc = "Long live the guy who everyone had mistaken for a girl. Baka!"
if("rewriter")
icon_state = "rewriter"
name = "Rewriter"
desc = "The secret of the sanctuary of the Libarian..."
if("suidream")
icon_state = "sdreamglass"
name = "Sui Dream"
desc = "A froofy, fruity, and sweet mixed drink. Understanding the name only brings shame."
if("melonliquor")
icon_state = "emeraldglass"
name = "Glass of Melon Liquor"
desc = "A relatively sweet and fruity 46 proof liquor."
if("bluecuracao")
icon_state = "curacaoglass"
name = "Glass of Blue Curacao"
desc = "Exotically blue, fruity drink, distilled from oranges."
if("absinthe")
icon_state = "absintheglass"
name = "Glass of Absinthe"
desc = "Wormwood, anise, oh my."
if("pwine")
icon_state = "pwineglass"
name = "Glass of ???"
desc = "A black ichor with an oily purple sheer on top. Are you sure you should drink this?"
else
icon_state ="glass_brown"
name = "Glass of ..what?"
desc = "You can't really tell what this is."
else
icon_state = "glass_empty"
name = "Drinking glass"
desc = "Your standard drinking glass"
return
// for /obj/machinery/vending/sovietsoda
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/soda
New()
..()
reagents.add_reagent("sodawater", 50)
on_reagent_change()
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/cola
New()
..()
reagents.add_reagent("cola", 50)
on_reagent_change()
@@ -0,0 +1,29 @@
///jar
/obj/item/weapon/reagent_containers/food/drinks/jar
name = "empty jar"
desc = "A jar. You're not sure what it's supposed to hold."
icon_state = "jar"
item_state = "beaker"
New()
..()
reagents.add_reagent("slime", 50)
on_reagent_change()
if (reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("slime")
icon_state = "jar_slime"
name = "slime jam"
desc = "A jar of slime jam. Delicious!"
else
icon_state ="jar_what"
name = "jar of something"
desc = "You can't really tell what this is."
else
icon_state = "jar"
name = "empty jar"
desc = "A jar. You're not sure what it's supposed to hold."
return
@@ -0,0 +1,101 @@
/obj/item/weapon/reagent_containers/food/snacks/breadslice/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weapon/shard) || istype(W,/obj/item/weapon/reagent_containers/food/snacks))
var/obj/item/weapon/reagent_containers/food/snacks/csandwich/S = new(get_turf(src))
S.attackby(W,user)
del(src)
..()
/obj/item/weapon/reagent_containers/food/snacks/csandwich
name = "sandwich"
desc = "The best thing since sliced bread."
icon_state = "breadslice"
trash = /obj/item/trash/plate
bitesize = 2
var/list/ingredients = list()
/obj/item/weapon/reagent_containers/food/snacks/csandwich/attackby(obj/item/W as obj, mob/user as mob)
var/sandwich_limit = 4
for(var/obj/item/O in ingredients)
if(istype(O,/obj/item/weapon/reagent_containers/food/snacks/breadslice))
sandwich_limit += 4
if(src.contents.len > sandwich_limit)
user << "\red If you put anything else on \the [src] it's going to collapse."
return
else if(istype(W,/obj/item/weapon/shard))
user << "\blue You hide [W] in \the [src]."
user.drop_item()
W.loc = src
update()
return
else if(istype(W,/obj/item/weapon/reagent_containers/food/snacks))
user << "\blue You layer [W] over \the [src]."
var/obj/item/weapon/reagent_containers/F = W
F.reagents.trans_to(src, F.reagents.total_volume)
user.drop_item()
W.loc = src
ingredients += W
update()
return
..()
/obj/item/weapon/reagent_containers/food/snacks/csandwich/proc/update()
var/fullname = "" //We need to build this from the contents of the var.
var/i = 0
overlays.Cut()
for(var/obj/item/weapon/reagent_containers/food/snacks/O in ingredients)
i++
if(i == 1)
fullname += "[O.name]"
else if(i == ingredients.len)
fullname += " and [O.name]"
else
fullname += ", [O.name]"
var/image/I = new(src.icon, "sandwich_filling")
I.color = O.filling_color
I.pixel_x = pick(list(-1,0,1))
I.pixel_y = (i*2)+1
overlays += I
var/image/T = new(src.icon, "sandwich_top")
T.pixel_x = pick(list(-1,0,1))
T.pixel_y = (ingredients.len * 2)+1
overlays += T
name = lowertext("[fullname] sandwich")
if(length(name) > 80) name = "[pick(list("absurd","colossal","enormous","ridiculous"))] sandwich"
w_class = n_ceil(Clamp((ingredients.len/2),1,3))
/obj/item/weapon/reagent_containers/food/snacks/csandwich/Del()
for(var/obj/item/O in ingredients)
del(O)
..()
/obj/item/weapon/reagent_containers/food/snacks/csandwich/examine()
..()
var/obj/item/O = pick(contents)
usr << "\blue You think you can see [O.name] in there."
/obj/item/weapon/reagent_containers/food/snacks/csandwich/attack(mob/M as mob, mob/user as mob, def_zone)
var/obj/item/shard
for(var/obj/item/O in contents)
if(istype(O,/obj/item/weapon/shard))
shard = O
break
var/mob/living/H
if(istype(M,/mob/living))
H = M
if(H && shard && M == user) //This needs a check for feeding the food to other people, but that could be abusable.
H << "\red You lacerate your mouth on a [shard.name] in the sandwich!"
H.adjustBruteLoss(5) //TODO: Target head if human.
..()
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,28 @@
/obj/item/weapon/reagent_containers/food/snacks/meat
name = "meat"
desc = "A slab of meat"
icon_state = "meat"
health = 180
filling_color = "#FF1C1C"
New()
..()
reagents.add_reagent("nutriment", 3)
src.bitesize = 3
/obj/item/weapon/reagent_containers/food/snacks/meat/syntiflesh
name = "synthetic meat"
desc = "A synthetic slab of flesh."
/obj/item/weapon/reagent_containers/food/snacks/meat/human
name = "-meat"
var/subjectname = ""
var/subjectjob = null
/obj/item/weapon/reagent_containers/food/snacks/meat/monkey
//same as plain meat
/obj/item/weapon/reagent_containers/food/snacks/meat/corgi
name = "Corgi meat"
desc = "Tastes like... well you know..."
@@ -0,0 +1,338 @@
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
var/base_name = " "
desc = " "
icon = 'icons/obj/chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50)
volume = 50
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/label_text = ""
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chem_dispenser/,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/machinery/dna_scannernew,
/obj/item/weapon/grenade/chem_grenade,
/obj/machinery/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/storage/secure/safe,
/obj/machinery/iv_drip,
/obj/machinery/disease2/incubator,
/obj/machinery/disposal,
/obj/machinery/apiary,
/mob/living/simple_animal/cow,
/mob/living/simple_animal/hostile/retaliate/goat,
/obj/machinery/computer/centrifuge,
/obj/machinery/sleeper )
New()
..()
base_name = name
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
usr << "\blue [src.reagents.total_volume] units of liquid."
else
usr << "\blue Nothing."
if (!is_open_container())
usr << "\blue Airtight lid seals it completely."
attack_self()
..()
if (is_open_container())
usr << "<span class = 'notice'>You put the lid on \the [src]."
flags ^= OPENCONTAINER
else
usr << "<span class = 'notice'>You take the lid off \the [src]."
flags |= OPENCONTAINER
update_icon()
afterattack(obj/target, mob/user , flag)
if (!is_open_container() || !flag)
return
for(var/type in src.can_be_placed_into)
if(istype(target, type))
return
if(ismob(target) && target.reagents && reagents.total_volume)
user << "\blue You splash the solution onto [target]."
var/mob/living/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been splashed with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to splash [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) splashed [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] has been splashed with something by []!", target, user), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(istype(target, /obj/machinery/bunsen_burner))
return
else if(istype(target, /obj/machinery/radiocarbon_spectrometer))
return
else if(reagents.total_volume)
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W, /obj/item/weapon/pen) || istype(W, /obj/item/device/flashlight/pen))
var/tmp_label = sanitize(input(user, "Enter a label for [src.name]","Label",src.label_text))
if(length(tmp_label) > 10)
user << "\red The label can be at most 10 characters long."
else
user << "\blue You set the label to \"[tmp_label]\"."
src.label_text = tmp_label
src.update_name_label()
proc/update_name_label()
if(src.label_text == "")
src.name = src.base_name
else
src.name = "[src.base_name] ([src.label_text])"
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
m_amt = 0
g_amt = 500
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_hand()
..()
update_icon()
update_icon()
overlays.Cut()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) filling.icon_state = "[icon_state]-10"
if(10 to 24) filling.icon_state = "[icon_state]10"
if(25 to 49) filling.icon_state = "[icon_state]25"
if(50 to 74) filling.icon_state = "[icon_state]50"
if(75 to 79) filling.icon_state = "[icon_state]75"
if(80 to 90) filling.icon_state = "[icon_state]80"
if(91 to INFINITY) filling.icon_state = "[icon_state]100"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
if (!is_open_container())
var/image/lid = image(icon, src, "lid_[initial(icon_state)]")
overlays += lid
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without reactions. Can hold up to 50 units."
icon_state = "beakernoreact"
g_amt = 500
volume = 50
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER | NOREACT
/obj/item/weapon/reagent_containers/glass/beaker/bluespace
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology and Element Cuban combined with the Compound Pete. Can hold up to 300 units."
icon_state = "beakerbluespace"
g_amt = 5000
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100,300)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "A small glass vial. Can hold up to 25 units."
icon_state = "vial"
g_amt = 250
volume = 25
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
New()
..()
reagents.add_reagent("cryoxadone", 30)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
New()
..()
reagents.add_reagent("sacid", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/slime
New()
..()
reagents.add_reagent("slimejelly", 50)
update_icon()
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = FPRINT | OPENCONTAINER
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
user << "You add [D] to [src]."
del(D)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
user.drop_from_inventory(src)
del(src)
// vials are defined twice, what?
/*
/obj/item/weapon/reagent_containers/glass/beaker/vial
name = "vial"
desc = "Small glass vial. Looks fragile."
icon_state = "vial"
g_amt = 500
volume = 15
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1,5,15)
flags = FPRINT | TABLEPASS | OPENCONTAINER */
/*
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
desc = "A blender jug, part of a blender."
icon = 'icons/obj/kitchen.dmi'
icon_state = "blender_jug_e"
volume = 100
on_reagent_change()
switch(src.reagents.total_volume)
if(0)
icon_state = "blender_jug_e"
if(1 to 75)
icon_state = "blender_jug_h"
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/canister //not used apparantly
desc = "It's a canister. Mainly used for transporting fuel."
name = "canister"
icon = 'icons/obj/tank.dmi'
icon_state = "canister"
item_state = "canister"
m_amt = 300
g_amt = 0
w_class = 4.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60)
volume = 120
flags = FPRINT
/obj/item/weapon/reagent_containers/glass/dispenser
name = "reagent glass"
desc = "A reagent glass."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker0"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/dispenser/surfactant
name = "reagent glass (surfactant)"
icon_state = "liquid"
New()
..()
reagents.add_reagent("fluorosurfactant", 20)
*/
@@ -0,0 +1,316 @@
//Not to be confused with /obj/item/weapon/reagent_containers/food/drinks/bottle
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."
icon = 'icons/obj/chemical.dmi'
icon_state = null
item_state = "atoxinbottle"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 30
New()
..()
if(!icon_state)
icon_state = "bottle[rand(1,20)]"
update_icon()
overlays.Cut()
if (!is_open_container())
var/image/lid = image(icon, src, "lid_bottle")
overlays += lid
/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline
name = "inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
New()
..()
reagents.add_reagent("inaprovaline", 30)
/obj/item/weapon/reagent_containers/glass/bottle/toxin
name = "toxin bottle"
desc = "A small bottle of toxins. Do not drink, it is poisonous."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle12"
New()
..()
reagents.add_reagent("toxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/cyanide
name = "cyanide bottle"
desc = "A small bottle of cyanide. Bitter almonds?"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle12"
New()
..()
reagents.add_reagent("cyanide", 30)
/obj/item/weapon/reagent_containers/glass/bottle/stoxin
name = "sleep-toxin bottle"
desc = "A small bottle of sleep toxins. Just the fumes make you sleepy."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("stoxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/chloralhydrate
name = "Chloral Hydrate Bottle"
desc = "A small bottle of Choral Hydrate. Mickey's Favorite!"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("chloralhydrate", 15) //Intentionally low since it is so strong. Still enough to knock someone out.
/obj/item/weapon/reagent_containers/glass/bottle/antitoxin
name = "anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("anti_toxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/mutagen
name = "unstable mutagen bottle"
desc = "A small bottle of unstable mutagen. Randomly changes the DNA structure of whoever comes in contact."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("mutagen", 30)
/obj/item/weapon/reagent_containers/glass/bottle/ammonia
name = "ammonia bottle"
desc = "A small bottle."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("ammonia", 30)
/obj/item/weapon/reagent_containers/glass/bottle/diethylamine
name = "diethylamine bottle"
desc = "A small bottle."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("diethylamine", 30)
/obj/item/weapon/reagent_containers/glass/bottle/flu_virion
name = "Flu virion culture bottle"
desc = "A small bottle. Contains H13N1 flu virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/advance/flu(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/epiglottis_virion
name = "Epiglottis virion culture bottle"
desc = "A small bottle. Contains Epiglottis virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/advance/voice_change(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/liver_enhance_virion
name = "Liver enhancement virion culture bottle"
desc = "A small bottle. Contains liver enhancement virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/advance/heal(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/hullucigen_virion
name = "Hullucigen virion culture bottle"
desc = "A small bottle. Contains hullucigen virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/advance/hullucigen(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/pierrot_throat
name = "Pierrot's Throat culture bottle"
desc = "A small bottle. Contains H0NI<42 virion culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/pierrot_throat(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/cold
name = "Rhinovirus culture bottle"
desc = "A small bottle. Contains XY-rhinovirus culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/advance/F = new /datum/disease/advance/cold(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/random
name = "Random culture bottle"
desc = "A small bottle. Contains a random disease."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/advance/F = new(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/retrovirus
name = "Retrovirus culture bottle"
desc = "A small bottle. Contains a retrovirus culture in a synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/dna_retrovirus(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS+ culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
var/datum/disease/F = new /datum/disease/gbs
var/list/data = list("virus"= F)
R.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/fake_gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS- culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/fake_gbs(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/*
/obj/item/weapon/reagent_containers/glass/bottle/rhumba_beat
name = "Rhumba Beat culture bottle"
desc = "A small bottle. Contains The Rhumba Beat culture in synthblood medium."//Or simply - General BullShit
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
var/datum/disease/F = new /datum/disease/rhumba_beat
var/list/data = list("virus"= F)
R.add_reagent("blood", 20, data)
*/
/obj/item/weapon/reagent_containers/glass/bottle/brainrot
name = "Brainrot culture bottle"
desc = "A small bottle. Contains Cryptococcus Cosmosis culture in synthblood medium."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/brainrot(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/magnitis
name = "Magnitis culture bottle"
desc = "A small bottle. Contains a small dosage of Fukkos Miracos."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/magnitis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/wizarditis
name = "Wizarditis culture bottle"
desc = "A small bottle. Contains a sample of Rincewindus Vulgaris."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/wizarditis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/pacid
name = "Polytrinic Acid Bottle"
desc = "A small bottle. Contains a small amount of Polytrinic Acid"
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("pacid", 30)
/obj/item/weapon/reagent_containers/glass/bottle/adminordrazine
name = "Adminordrazine Bottle"
desc = "A small bottle. Contains the liquid essence of the gods."
icon = 'icons/obj/drinks.dmi'
icon_state = "holyflask"
New()
..()
reagents.add_reagent("adminordrazine", 30)
/obj/item/weapon/reagent_containers/glass/bottle/capsaicin
name = "Capsaicin Bottle"
desc = "A small bottle. Contains hot sauce."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle3"
New()
..()
reagents.add_reagent("capsaicin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/frostoil
name = "Frost Oil Bottle"
desc = "A small bottle. Contains cold sauce."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("frostoil", 30)
@@ -0,0 +1,33 @@
/obj/item/weapon/reagent_containers/glass/bottle/robot
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 60
var/reagent = ""
/obj/item/weapon/reagent_containers/glass/bottle/robot/inaprovaline
name = "internal inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
reagent = "inaprovaline"
New()
..()
reagents.add_reagent("inaprovaline", 60)
return
/obj/item/weapon/reagent_containers/glass/bottle/robot/antitoxin
name = "internal anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle17"
reagent = "anti_toxin"
New()
..()
reagents.add_reagent("anti_toxin", 60)
return
@@ -0,0 +1,85 @@
////////////////////////////////////////////////////////////////////////////////
/// HYPOSPRAY
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/hypospray
name = "hypospray"
desc = "The DeForest Medical Corporation hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients."
icon = 'icons/obj/syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
slot_flags = SLOT_BELT
/obj/item/weapon/reagent_containers/hypospray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/reagent_containers/hypospray/New() //comment this to make hypos start off empty
..()
reagents.add_reagent("tricordrazine", 30)
return
/obj/item/weapon/reagent_containers/hypospray/attack(mob/M as mob, mob/user as mob)
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
user << "\blue You inject [M] with [src]."
M << "\red You feel a tiny prick!"
src.reagents.reaction(M, INGEST)
if(M.reagents)
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to inject [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) injected [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
user << "\blue [trans] units injected. [reagents.total_volume] units remaining in [src]."
return
/obj/item/weapon/reagent_containers/hypospray/autoinjector
name = "autoinjector"
desc = "A rapid and safe way to administer small amounts of drugs by untrained or trained personnel."
icon_state = "autoinjector"
item_state = "autoinjector"
amount_per_transfer_from_this = 5
volume = 5
/obj/item/weapon/reagent_containers/hypospray/autoinjector/New()
..()
reagents.remove_reagent("tricordrazine", 30)
reagents.add_reagent("inaprovaline", 5)
update_icon()
return
/obj/item/weapon/reagent_containers/hypospray/autoinjector/attack(mob/M as mob, mob/user as mob)
..()
if(reagents.total_volume <= 0) //Prevents autoinjectors to be refilled.
flags &= ~OPENCONTAINER
update_icon()
return
/obj/item/weapon/reagent_containers/hypospray/autoinjector/update_icon()
if(reagents.total_volume > 0)
icon_state = "[initial(icon_state)]1"
else
icon_state = "[initial(icon_state)]0"
/obj/item/weapon/reagent_containers/hypospray/autoinjector/examine()
..()
if(reagents && reagents.reagent_list.len)
usr << "\blue It is currently loaded."
else
usr << "\blue It is spent."
@@ -0,0 +1,209 @@
////////////////////////////////////////////////////////////////////////////////
/// Pills.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/pill
name = "pill"
desc = "a pill."
icon = 'icons/obj/chemical.dmi'
icon_state = null
item_state = "pill"
possible_transfer_amounts = null
volume = 50
New()
..()
if(!icon_state)
icon_state = "pill[rand(1,20)]"
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(M == user)
M << "\blue You swallow [src]."
M.drop_from_inventory(src) //icon update
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
else if(istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to force [M] to swallow [src].", 1)
if(!do_mob(user, M)) return
user.drop_from_inventory(src) //icon update
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] forces [M] to swallow [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: [reagentlist(src)]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: [reagentlist(src)]</font>")
msg_admin_attack("[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] Reagents: [reagentlist(src)] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
return 0
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if(target.is_open_container() != 0 && target.reagents)
if(!target.reagents.total_volume)
user << "\red [target] is empty. Cant dissolve pill."
return
user << "\blue You dissolve the pill in [target]"
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Spiked \a [target] with a pill. Reagents: [reagentlist(src)]</font>")
msg_admin_attack("[user.name] ([user.ckey]) spiked \a [target] with a pill. Reagents: [reagentlist(src)] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
reagents.trans_to(target, reagents.total_volume)
for(var/mob/O in viewers(2, user))
O.show_message("\red [user] puts something in \the [target].", 1)
spawn(5)
del(src)
return
////////////////////////////////////////////////////////////////////////////////
/// Pills. END
////////////////////////////////////////////////////////////////////////////////
//Pills
/obj/item/weapon/reagent_containers/pill/antitox
name = "Anti-toxins pill"
desc = "Neutralizes many common toxins."
icon_state = "pill17"
New()
..()
reagents.add_reagent("anti_toxin", 25)
/obj/item/weapon/reagent_containers/pill/tox
name = "Toxins pill"
desc = "Highly toxic."
icon_state = "pill5"
New()
..()
reagents.add_reagent("toxin", 50)
/obj/item/weapon/reagent_containers/pill/cyanide
name = "Cyanide pill"
desc = "Don't swallow this."
icon_state = "pill5"
New()
..()
reagents.add_reagent("cyanide", 50)
/obj/item/weapon/reagent_containers/pill/adminordrazine
name = "Adminordrazine pill"
desc = "It's magic. We don't have to explain it."
icon_state = "pill16"
New()
..()
reagents.add_reagent("adminordrazine", 50)
/obj/item/weapon/reagent_containers/pill/stox
name = "Sleeping pill"
desc = "Commonly used to treat insomnia."
icon_state = "pill8"
New()
..()
reagents.add_reagent("stoxin", 15)
/obj/item/weapon/reagent_containers/pill/kelotane
name = "Kelotane pill"
desc = "Used to treat burns."
icon_state = "pill11"
New()
..()
reagents.add_reagent("kelotane", 15)
/obj/item/weapon/reagent_containers/pill/paracetamol
name = "Paracetamol pill"
desc = "Tylenol! A painkiller for the ages. Chewables!"
icon_state = "pill8"
New()
..()
reagents.add_reagent("paracetamol", 15)
/obj/item/weapon/reagent_containers/pill/tramadol
name = "Tramadol pill"
desc = "A simple painkiller."
icon_state = "pill8"
New()
..()
reagents.add_reagent("tramadol", 15)
/obj/item/weapon/reagent_containers/pill/methylphenidate
name = "Methylphenidate pill"
desc = "Improves the ability to concentrate."
icon_state = "pill8"
New()
..()
reagents.add_reagent("methylphenidate", 15)
/obj/item/weapon/reagent_containers/pill/citalopram
name = "Citalopram pill"
desc = "Mild anti-depressant."
icon_state = "pill8"
New()
..()
reagents.add_reagent("citalopram", 15)
/obj/item/weapon/reagent_containers/pill/inaprovaline
name = "Inaprovaline pill"
desc = "Used to stabilize patients."
icon_state = "pill20"
New()
..()
reagents.add_reagent("inaprovaline", 30)
/obj/item/weapon/reagent_containers/pill/dexalin
name = "Dexalin pill"
desc = "Used to treat oxygen deprivation."
icon_state = "pill16"
New()
..()
reagents.add_reagent("dexalin", 15)
/obj/item/weapon/reagent_containers/pill/bicaridine
name = "Bicaridine pill"
desc = "Used to treat physical injuries."
icon_state = "pill18"
New()
..()
reagents.add_reagent("bicaridine", 20)
/obj/item/weapon/reagent_containers/pill/happy
name = "Happy pill"
desc = "Happy happy joy joy!"
icon_state = "pill18"
New()
..()
reagents.add_reagent("space_drugs", 15)
reagents.add_reagent("sugar", 15)
/obj/item/weapon/reagent_containers/pill/zoom
name = "Zoom pill"
desc = "Zoooom!"
icon_state = "pill18"
New()
..()
reagents.add_reagent("impedrezene", 10)
reagents.add_reagent("synaptizine", 5)
reagents.add_reagent("hyperzine", 5)
@@ -0,0 +1,98 @@
/obj/item/weapon/reagent_containers/robodropper
name = "Industrial Dropper"
desc = "A larger dropper. Transfers 10 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(1,2,3,4,5,6,7,8,9,10)
volume = 10
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
var/trans = 0
if(ismob(target))
if(istype(target , /mob/living/carbon/human))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = null
if( victim.wear_mask )
if ( victim.wear_mask.flags & MASKCOVERSEYES )
safe_thing = victim.wear_mask
if( victim.head )
if ( victim.head.flags & MASKCOVERSEYES )
safe_thing = victim.head
if(victim.glasses)
if ( !safe_thing )
safe_thing = victim.glasses
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
trans = src.reagents.trans_to(safe_thing, amount_per_transfer_from_this)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] tries to squirt something into []'s eyes, but fails!</B>", user, target), 1)
spawn(5)
src.reagents.reaction(safe_thing, TOUCH)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] squirts something into []'s eyes!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/mob/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been squirted with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to squirt [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) squirted [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
@@ -0,0 +1,255 @@
/obj/item/weapon/reagent_containers/spray
name = "spray bottle"
desc = "A spray bottle, with an unscrewable top."
icon = 'icons/obj/janitor.dmi'
icon_state = "cleaner"
item_state = "cleaner"
flags = TABLEPASS|OPENCONTAINER|FPRINT|NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 3
w_class = 2.0
throw_speed = 2
throw_range = 10
amount_per_transfer_from_this = 10
volume = 250
possible_transfer_amounts = null
/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/obj/effect/decal/chempuff/D = new/obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
reagents.trans_to(D, amount_per_transfer_from_this, 1/3)
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
var/turf/A_turf = get_turf(A)//BS12
spawn(0)
for(var/i=0, i<3, i++)
step_towards(D,A)
D.reagents.reaction(get_turf(D))
for(var/atom/T in get_turf(D))
D.reagents.reaction(T)
// When spraying against the wall, also react with the wall, but
// not its contents. BS12
if(get_dist(D, A_turf) == 1 && A_turf.density)
D.reagents.reaction(A_turf)
sleep(2)
sleep(3)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src].")
log_game("[key_name(user)] fired sulphuric acid from \a [src].")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from \a [src].")
log_game("[key_name(user)] fired Polyacid from \a [src].")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from \a [src].")
log_game("[key_name(user)] fired Space lube from \a [src].")
return
/obj/item/weapon/reagent_containers/spray/attack_self(var/mob/user)
amount_per_transfer_from_this = (amount_per_transfer_from_this == 10 ? 5 : 10)
user << "<span class='notice'>You switched [amount_per_transfer_from_this == 10 ? "on" : "off"] the pressure nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
/obj/item/weapon/reagent_containers/spray/examine()
set src in usr
..()
usr << "[round(src.reagents.total_volume)] units left."
return
/obj/item/weapon/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
set category = "Object"
set src in usr
if (alert(usr, "Are you sure you want to empty that?", "Empty Bottle:", "Yes", "No") != "Yes")
return
if(isturf(usr.loc))
usr << "<span class='notice'>You empty \the [src] onto the floor.</span>"
reagents.reaction(usr.loc)
spawn(5) src.reagents.clear_reagents()
//space cleaner
/obj/item/weapon/reagent_containers/spray/cleaner
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
/obj/item/weapon/reagent_containers/spray/cleaner/New()
..()
reagents.add_reagent("cleaner", 250)
//pepperspray
/obj/item/weapon/reagent_containers/spray/pepper
name = "pepperspray"
desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
icon = 'icons/obj/weapons.dmi'
icon_state = "pepperspray"
item_state = "pepperspray"
volume = 40
amount_per_transfer_from_this = 10
/obj/item/weapon/reagent_containers/spray/pepper/New()
..()
reagents.add_reagent("condensedcapsaicin", 40)
//water flower
/obj/item/weapon/reagent_containers/spray/waterflower
name = "water flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/harvest.dmi'
icon_state = "sunflower"
item_state = "sunflower"
amount_per_transfer_from_this = 1
volume = 10
/obj/item/weapon/reagent_containers/spray/waterflower/New()
..()
reagents.add_reagent("water", 10)
/obj/item/weapon/reagent_containers/spray/waterflower/attack_self(var/mob/user) //Don't allow changing how much the flower sprays
return
//chemsprayer
/obj/item/weapon/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagent in a given area."
icon = 'icons/obj/gun.dmi'
icon_state = "chemsprayer"
item_state = "chemsprayer"
throwforce = 3
w_class = 3.0
volume = 600
origin_tech = "combat=3;materials=3;engineering=3"
//this is a big copypasta clusterfuck, but it's still better than it used to be!
/obj/item/weapon/reagent_containers/spray/chemsprayer/afterattack(atom/A as mob|obj, mob/user as mob)
if(istype(A, /obj/item/weapon/storage) || istype(A, /obj/structure/table) || istype(A, /obj/structure/rack) || istype(A, /obj/structure/closet) \
|| istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink))
return
if(istype(A, /obj/effect/proc_holder/spell))
return
if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, A:amount_per_transfer_from_this)
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='notice'>\The [src] is empty!</span>"
return
var/Sprays[3]
for(var/i=1, i<=3, i++) // intialize sprays
if(src.reagents.total_volume < 1) break
var/obj/effect/decal/chempuff/D = new/obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
src.reagents.trans_to(D, amount_per_transfer_from_this)
D.icon += mix_color_from_reagents(D.reagents.reagent_list)
Sprays[i] = D
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/i=1, i<=Sprays.len, i++)
spawn()
var/obj/effect/decal/chempuff/D = Sprays[i]
if(!D) continue
// Spreads the sprays a little bit
var/turf/my_target = pick(the_targets)
the_targets -= my_target
for(var/j=1, j<=rand(6,8), j++)
step_towards(D, my_target)
D.reagents.reaction(get_turf(D))
for(var/atom/t in get_turf(D))
D.reagents.reaction(t)
sleep(2)
del(D)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from a chem sprayer.")
log_game("[key_name(user)] fired sulphuric acid from a chem sprayer.")
if(reagents.has_reagent("pacid"))
message_admins("[key_name_admin(user)] fired Polyacid from a chem sprayer.")
log_game("[key_name(user)] fired Polyacid from a chem sprayer.")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from a chem sprayer.")
log_game("[key_name(user)] fired Space lube from a chem sprayer.")
return
// Plant-B-Gone
/obj/item/weapon/reagent_containers/spray/plantbgone // -- Skie
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics.dmi'
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
/obj/item/weapon/reagent_containers/spray/plantbgone/New()
..()
reagents.add_reagent("plantbgone", 100)
/obj/item/weapon/reagent_containers/spray/plantbgone/afterattack(atom/A as mob|obj, mob/user as mob, proximity)
if(!proximity) return
if (istype(A, /obj/machinery/hydroponics)) // We are targeting hydrotray
return
if (istype(A, /obj/effect/blob)) // blob damage in blob code
return
..()
@@ -0,0 +1,449 @@
////////////////////////////////////////////////////////////////////////////////
/// Syringes.
////////////////////////////////////////////////////////////////////////////////
#define SYRINGE_DRAW 0
#define SYRINGE_INJECT 1
#define SYRINGE_BROKEN 2
/obj/item/weapon/reagent_containers/syringe
name = "syringe"
desc = "A syringe."
icon = 'icons/obj/syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
g_amt = 150
amount_per_transfer_from_this = 5
possible_transfer_amounts = null //list(5,10,15)
volume = 15
var/mode = SYRINGE_DRAW
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_self(mob/user as mob)
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
if(SYRINGE_BROKEN)
return
update_icon()
attack_hand()
..()
update_icon()
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user, proximity)
if(!proximity) return
if(!target.reagents) return
if(mode == SYRINGE_BROKEN)
user << "\red This syringe is broken!"
return
if (user.a_intent == "hurt" && ismob(target))
if((CLUMSY in user.mutations) && prob(50))
target = user
syringestab(target, user)
return
switch(mode)
if(SYRINGE_DRAW)
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red The syringe is full."
return
if(ismob(target))//Blood!
if(istype(target, /mob/living/carbon/slime))
user << "\red You are unable to locate any blood."
return
if(src.reagents.has_reagent("blood"))
user << "\red There is already a blood sample in this syringe"
return
if(istype(target, /mob/living/carbon))//maybe just add a blood reagent to all mobs. Then you can suck them dry...With hundreds of syringes. Jolly good idea.
var/amount = src.reagents.maximum_volume - src.reagents.total_volume
var/mob/living/carbon/T = target
if(!T.dna)
usr << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)"
return
if(NOCLONE in T.mutations) //target done been et, no more blood in him
user << "\red You are unable to locate any blood."
return
var/datum/reagent/B
if(istype(T,/mob/living/carbon/human))
var/mob/living/carbon/human/H = T
if(H.species && H.species.flags & NO_BLOOD)
H.reagents.trans_to(src,amount)
else
B = T.take_blood(src,amount)
else
B = T.take_blood(src,amount)
if (B)
src.reagents.reagent_list += B
src.reagents.update_total()
src.on_reagent_change()
src.reagents.handle_reactions()
user << "\blue You take a blood sample from [target]"
for(var/mob/O in viewers(4, user))
O.show_message("\red [user] takes a blood sample from [target].", 1)
else //if not mob
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers) && !istype(target,/obj/item/slime_extract))
user << "\red You cannot directly remove reagents from this object."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
user << "\blue You fill the syringe with [trans] units of the solution."
if (reagents.total_volume >= reagents.maximum_volume)
mode=!mode
update_icon()
if(SYRINGE_INJECT)
if(!reagents.total_volume)
user << "\red The Syringe is empty."
return
if(istype(target, /obj/item/weapon/implantcase/chem))
return
if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/slime_extract) && !istype(target, /obj/item/clothing/mask/cigarette) && !istype(target, /obj/item/weapon/storage/fancy/cigarettes))
user << "\red You cannot directly fill this object."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(ismob(target) && target != user)
var/time = 30 //Injecting through a hardsuit takes longer due to needing to find a port.
if(istype(target,/mob/living/carbon/human))
var/mob/living/carbon/human/H = target
if(H.wear_suit && istype(H.wear_suit,/obj/item/clothing/suit/space))
time = 60
for(var/mob/O in viewers(world.view, user))
if(time == 30)
O.show_message(text("\red <B>[] is trying to inject []!</B>", user, target), 1)
else
O.show_message(text("\red <B>[] begins hunting for an injection port on []'s suit!</B>", user, target), 1)
if(!do_mob(user, target, time)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with the syringe!", user, target), 1)
if(istype(target,/mob/living))
var/mob/living/M = target
var/list/injected = list()
for(var/datum/reagent/R in src.reagents.reagent_list)
injected += R.name
var/contained = english_list(injected)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [src.name] by [user.name] ([user.ckey]). Reagents: [contained]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to inject [M.name] ([M.key]). Reagents: [contained]</font>")
msg_admin_attack("[user.name] ([user.ckey]) injected [M.name] ([M.key]) with [src.name]. Reagents: [contained] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
src.reagents.reaction(target, INGEST)
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
var/datum/reagent/blood/B
for(var/datum/reagent/blood/d in src.reagents.reagent_list)
B = d
break
var/trans
if(B && istype(target,/mob/living/carbon))
var/mob/living/carbon/C = target
C.inject_blood(src,5)
else
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
if (reagents.total_volume <= 0 && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
update_icon()
return
update_icon()
if(mode == SYRINGE_BROKEN)
icon_state = "broken"
overlays.Cut()
return
var/rounded_vol = round(reagents.total_volume,5)
overlays.Cut()
if(ismob(loc))
var/injoverlay
switch(mode)
if (SYRINGE_DRAW)
injoverlay = "draw"
if (SYRINGE_INJECT)
injoverlay = "inject"
overlays += injoverlay
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10")
filling.icon_state = "syringe[rounded_vol]"
filling.icon += mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/syringe/proc/syringestab(mob/living/carbon/target as mob, mob/living/carbon/user as mob)
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
target.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
msg_admin_attack("[user.name] ([user.ckey]) attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
if(istype(target, /mob/living/carbon/human))
var/target_zone = check_zone(user.zone_sel.selecting, target)
var/datum/organ/external/affecting = target:get_organ(target_zone)
if (!affecting)
return
if(affecting.status & ORGAN_DESTROYED)
user << "What [affecting.display_name]?"
return
var/hit_area = affecting.display_name
var/mob/living/carbon/human/H = target
if((user != target) && H.check_shields(7, "the [src.name]"))
return
if (target != user && target.getarmor(target_zone, "melee") > 5 && prob(50))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] tries to stab [target] in \the [hit_area] with [src.name], but the attack is deflected by armor!</B>"), 1)
user.u_equip(src)
del(src)
return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] stabs [target] in \the [hit_area] with [src.name]!</B>"), 1)
if(affecting.take_damage(3))
target:UpdateDamageIcon()
else
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[user] stabs [target] with [src.name]!</B>"), 1)
target.take_organ_damage(3)// 7 is the same as crowbar punch
src.reagents.reaction(target, INGEST)
var/syringestab_amount_transferred = rand(0, (reagents.total_volume - 5)) //nerfed by popular demand
src.reagents.trans_to(target, syringestab_amount_transferred)
src.desc += " It is broken."
src.mode = SYRINGE_BROKEN
src.add_blood(target)
src.add_fingerprint(usr)
src.update_icon()
/obj/item/weapon/reagent_containers/ld50_syringe
name = "Lethal Injection Syringe"
desc = "A syringe used for lethal injections."
icon = 'icons/obj/syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
amount_per_transfer_from_this = 50
possible_transfer_amounts = null //list(5,10,15)
volume = 50
var/mode = SYRINGE_DRAW
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_self(mob/user as mob)
mode = !mode
update_icon()
attack_hand()
..()
update_icon()
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
switch(mode)
if(SYRINGE_DRAW)
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red The syringe is full."
return
if(ismob(target))
if(istype(target, /mob/living/carbon))//I Do not want it to suck 50 units out of people
usr << "This needle isn't designed for drawing blood."
return
else //if not mob
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from this object."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
user << "\blue You fill the syringe with [trans] units of the solution."
if (reagents.total_volume >= reagents.maximum_volume)
mode=!mode
update_icon()
if(SYRINGE_INJECT)
if(!reagents.total_volume)
user << "\red The Syringe is empty."
return
if(istype(target, /obj/item/weapon/implantcase/chem))
return
if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food))
user << "\red You cannot directly fill this object."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(ismob(target) && target != user)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] is trying to inject [] with a giant syringe!</B>", user, target), 1)
if(!do_mob(user, target, 300)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with a giant syringe!", user, target), 1)
src.reagents.reaction(target, INGEST)
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
if (reagents.total_volume >= reagents.maximum_volume && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
update_icon()
return
update_icon()
var/rounded_vol = round(reagents.total_volume,50)
if(ismob(loc))
var/mode_t
switch(mode)
if (SYRINGE_DRAW)
mode_t = "d"
if (SYRINGE_INJECT)
mode_t = "i"
icon_state = "[mode_t][rounded_vol]"
else
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
////////////////////////////////////////////////////////////////////////////////
/// Syringes. END
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/syringe/inaprovaline
name = "Syringe (inaprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
..()
reagents.add_reagent("inaprovaline", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
..()
reagents.add_reagent("anti_toxin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
desc = "Contains antiviral agents."
New()
..()
reagents.add_reagent("spaceacillin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/ld50_syringe/choral
New()
..()
reagents.add_reagent("chloralhydrate", 50)
mode = SYRINGE_INJECT
update_icon()
//Robot syringes
//Not special in any way, code wise. They don't have added variables or procs.
/obj/item/weapon/reagent_containers/syringe/robot/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
..()
reagents.add_reagent("anti_toxin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/robot/inoprovaline
name = "Syringe (inoprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
..()
reagents.add_reagent("inaprovaline", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/robot/mixed
name = "Syringe (mixed)"
desc = "Contains inaprovaline & anti-toxins."
New()
..()
reagents.add_reagent("inaprovaline", 7)
reagents.add_reagent("anti_toxin", 8)
mode = SYRINGE_INJECT
update_icon()