mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-21 15:42:35 +00:00
219 lines
7.6 KiB
Plaintext
219 lines
7.6 KiB
Plaintext
/*
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Alright boys, Firing pins. hopefully with minimal shitcode.
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"pin_auth(mob/living/user)" is the check to see if it fires, put the snowflake code here. return one to fire, zero to flop. ezpz
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Firing pins as a rule can't be removed without replacing them, blame a really shitty mechanism for it by NT or something idk, this is to stop people from just taking pins from like a capgun or something.
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*/
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/obj/item/device/firing_pin
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name = "electronic firing pin"
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desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
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icon = 'icons/obj/firingpins.dmi'
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icon_state = "firing_pin"
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item_state = "pen"
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
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flags = CONDUCT
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w_class = 1
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attack_verb = list("poked")
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var/emagged = FALSE
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var/fail_message = "<span class='warning'>INVALID USER.</span>"
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var/selfdestruct = 0 // Explode when user check is failed.
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var/force_replace = 0 // Can forcefully replace other pins.
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var/pin_replaceable = 0 // Can be replaced by any pin.
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var/durable = FALSE //is destroyed when it's pried out with a screwdriver, see gun.dm
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var/obj/item/weapon/gun/gun
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/obj/item/device/firing_pin/Initialize(mapload)
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.=..()
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if(istype(loc, /obj/item/weapon/gun))
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gun = loc
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/obj/item/device/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(istype(target, /obj/item/weapon/gun))
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var/obj/item/weapon/gun/G = target
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if(G.pin && (force_replace || G.pin.pin_replaceable))
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G.pin.forceMove(get_turf(G))
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G.pin.gun_remove(user)
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to_chat(user, "<span class ='notice'>You remove [G]'s old pin.</span>")
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if(!G.pin)
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gun_insert(user, G)
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to_chat(user, "<span class ='notice'>You insert [src] into [G].</span>")
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else
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to_chat(user, "<span class ='notice'>This firearm already has a firing pin installed.</span>")
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/obj/item/device/firing_pin/emag_act(mob/user)
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if(!emagged)
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emagged = TRUE
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to_chat(user, "<span class='notice'>You override the authentication mechanism.</span>")
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/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/weapon/gun/G)
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gun = G
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user.drop_from_inventory(src,gun)
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gun.pin = src
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return
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/obj/item/device/firing_pin/proc/gun_remove(mob/living/user)
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gun.pin = null
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gun = null
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qdel(src)
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return
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/obj/item/device/firing_pin/proc/pin_auth(mob/living/user)
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return 1
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/obj/item/device/firing_pin/proc/auth_fail(mob/living/carbon/human/user)
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user.show_message(fail_message, 1)
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if(selfdestruct)//sound stolen from the lawgiver. todo, remove this from the lawgiver. there can only be one.
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user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", 1)
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visible_message("<span class='danger'>\The [gun] explodes!</span>")
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playsound(user, 'sound/weapons/lawgiver_idfail.ogg', 40, 1)
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var/obj/item/organ/external/E = user.organs_by_name[user.hand ? "l_hand" : "r_hand"]
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E.droplimb(0,DROPLIMB_BLUNT)
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explosion(get_turf(gun), -1, 0, 2, 3)
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if(gun)
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qdel(gun)
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/*
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Pins Below.
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*/
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//only used in wizard staffs/wands.
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/obj/item/device/firing_pin/magic
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name = "magic crystal shard"
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desc = "A small enchanted shard which allows magical weapons to fire."
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icon_state = "firing_pin_wizwoz"
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// Test pin, works only near firing ranges.
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/obj/item/device/firing_pin/test_range
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name = "test-range firing pin"
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desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
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fail_message = "<span class='warning'>TEST RANGE CHECK FAILED.</span>"
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pin_replaceable = 1
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durable = TRUE
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origin_tech = list(TECH_MATERIAL = 2, TECH_COMBAT = 2)
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/obj/item/device/firing_pin/test_range/pin_auth(mob/living/user)
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var/area/A = get_area(src)
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if (A && (A.flags & FIRING_RANGE))
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return 1
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else
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return 0
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// Implant pin, checks for implant
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/obj/item/device/firing_pin/implant
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name = "implant-keyed firing pin"
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desc = "This is a implant-locked firing pin which only authorizes users who are implanted with a certain device."
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fail_message = "<span class='warning'>IMPLANT CHECK FAILED.</span>"
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var/req_implant
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/obj/item/device/firing_pin/implant/pin_auth(mob/living/user)
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if (locate(req_implant) in user)
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return 1
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else
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return 0
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/obj/item/device/firing_pin/implant/loyalty
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name = "loyalty firing pin"
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desc = "This implant-locked firing pin authorizes the weapon for only loyalty-implanted users."
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icon_state = "firing_pin_loyalty"
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req_implant = /obj/item/weapon/implant/loyalty
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// Honk pin, clown joke item.
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// Can replace other pins. Replace a pin in cap's laser for extra fun! This is generally adminbus only unless someone thinks of a use for it.
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/obj/item/device/firing_pin/clown
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name = "hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object."
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color = "#FFFF00"
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fail_message = "<span class='warning'>HONK!</span>"
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force_replace = 1
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/obj/item/device/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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return 0
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// DNA-keyed pin.
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// When you want to keep your toys for youself.
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/obj/item/device/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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icon_state = "firing_pin_dna"
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fail_message = "<span class='warning'>DNA CHECK FAILED.</span>"
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var/unique_enzymes = null
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/obj/item/device/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
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..()
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if(proximity_flag && iscarbon(target))
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var/mob/living/carbon/M = target
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if(M.dna && M.dna.unique_enzymes)
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unique_enzymes = M.dna.unique_enzymes
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to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
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/obj/item/device/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return 1
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return 0
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/obj/item/device/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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to_chat(user, "<span class='notice'>DNA-LOCK SET.</span>")
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else
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..()
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/obj/item/device/firing_pin/dna/dredd
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
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selfdestruct = 1
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// Laser tag pins
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/obj/item/device/firing_pin/tag
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name = "laser tag firing pin"
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desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
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fail_message = "<span class='warning'>SUIT CHECK FAILED.</span>"
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var/obj/item/clothing/suit/suit_requirement = null
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var/tagcolor = ""
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/obj/item/device/firing_pin/tag/pin_auth(mob/living/user)
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if(ishuman(user))
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var/mob/living/carbon/human/M = user
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if(istype(M.wear_suit, suit_requirement))
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return 1
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to_chat(user, "<span class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>")
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return 0
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/obj/item/device/firing_pin/tag/red
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name = "red laser tag firing pin"
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icon_state = "firing_pin_red"
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suit_requirement = /obj/item/clothing/suit/redtag
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tagcolor = "red"
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/obj/item/device/firing_pin/tag/blue
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name = "blue laser tag firing pin"
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icon_state = "firing_pin_blue"
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suit_requirement = /obj/item/clothing/suit/bluetag
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tagcolor = "blue"
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/obj/item/device/firing_pin/Destroy()
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if(gun)
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gun.pin = null
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return ..()
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//this firing pin checks for access
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/obj/item/device/firing_pin/access
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name = "access-keyed firing pin"
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desc = "This access locked firing pin allows weapons to be fired only when the user has the required access."
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fail_message = "<span class='warning'>ACCESS CHECK FAILED.</span>"
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req_access = list(access_weapons)
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/obj/item/device/firing_pin/access/pin_auth(mob/living/user)
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if(!allowed(user))
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return 0
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else
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return 1 |