Files
Aurora.3/code/WorkInProgress/Chemistry-Tools.dm
rastaf.zero@gmail.com f639ece55d Update for game masters:
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen.
-Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen.
-- note: currently the only way to humanize monkey is to use "edit mind" screen.
-Added right click commands showing "edit player" and "edit memory" screens.
In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on.
A strange command "list_occ" now called "List free slots" and shows unoccupied jobs.
Added golden cup, sprite belongs to Farart.

You can now take a power cell from charger even if there is no power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 11:30:05 +00:00

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85 KiB
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//BUG!!!: reactions on splashing etc cause errors because stuff gets deleted before it executes.
// Bandaid fix using spawn - very ugly, need to fix this.
///////////////////////////////Grenades
//Includes changes by Mord_Sith to allow for buildable cameras
/obj/item/weapon/chem_grenade
name = "Grenade Casing"
icon_state = "chemg"
icon = 'chemical.dmi'
item_state = "flashbang"
w_class = 2.0
force = 2.0
var/stage = 0
var/state = 0
var/path = 0
var/motion = 0
var/direct = "SOUTH"
var/obj/item/weapon/circuitboard/circuit = null
var/list/beakers = new/list()
var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
var/affected_area = 3
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
if(istype(W,/obj/item/assembly/time_ignite) && !stage && path != 2)
path = 1
user << "\blue You add [W] to the metal casing."
playsound(src.loc, 'Screwdriver2.ogg', 25, -3)
del(W) //Okay so we're not really adding anything here. cheating.
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade"
stage = 1
else if(istype(W,/obj/item/weapon/screwdriver) && stage == 1 && path != 2)
path = 1
if(beakers.len)
user << "\blue You lock the assembly."
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = initial(icon_state) +"_locked"
stage = 2
else
user << "\red You need to add at least one beaker before locking the assembly."
else if ((istype(W,/obj/item/weapon/reagent_containers/glass/beaker)||istype(W,/obj/item/weapon/reagent_containers/glass/dispenser)||istype(W,/obj/item/weapon/reagent_containers/glass/bottle)) && stage == 1 && path != 2)
path = 1
if(beakers.len == 2)
user << "\red The grenade can not hold more containers."
return
else
if(W.reagents.total_volume)
user << "\blue You add \the [W] to the assembly."
user.drop_item()
W.loc = src
beakers += W
else
user << "\red \the [W] is empty."
else if(path != 1)
if(!istype(src.loc,/turf))
user << "\red You need to put the canister on the ground to do that!"
else
switch(state)
if(0)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the canister in place."
src.name = "Camera Assembly"
src.anchored = 1
src.state = 1
path = 2
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the canister."
src.name = "Grenade Casing"
src.anchored = 0
src.state = 0
path = 0
if(istype(W, /obj/item/device/multitool))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the electronics inside the canister."
src.circuit = W
user.drop_item()
W.loc = src
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuitry into place."
src.state = 2
if(istype(W, /obj/item/weapon/crowbar) && circuit)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the circuitry."
src.state = 1
circuit.loc = src.loc
src.circuit = null
if(2)
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuitry."
src.state = 1
if(istype(W, /obj/item/weapon/cable_coil))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
W:amount -= 1
if(!W:amount) del(W)
user << "\blue You add cabling to the canister."
src.state = 3
if(3)
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'wirecutter.ogg', 50, 1)
user << "\blue You remove the cabling."
src.state = 2
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 1
if(istype(W, /obj/item/device/radio/signaler))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You attach the wireless signaller unit to the circutry."
user.drop_item()
W.loc = src
src.state = 4
if(4)
if(istype(W, /obj/item/weapon/crowbar) && !motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the remote signalling device."
src.state = 3
new /obj/item/device/radio/signaler( src.loc, 1 )
if(istype(W, /obj/item/device/prox_sensor) && motion == 0)
// if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
// W:use(1)
user << "\blue You attach the proximity sensor."
motion = 1
if(istype(W, /obj/item/weapon/crowbar) && motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the proximity sensor."
new /obj/item/device/prox_sensor( src.loc, 1 )
motion = 0
if(istype(W, /obj/item/stack/sheet/glass))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
W:use(1)
user << "\blue You put in the glass lens."
src.state = 5
if(5)
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the glass lens."
src.state = 4
new /obj/item/stack/sheet/glass( src.loc, 2 )
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the lense."
var/B
if(motion == 1)
B = new /obj/machinery/camera/motion( src.loc )
else
B = new /obj/machinery/camera( src.loc )
B:network = "SS13"
B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
B:dir = text2dir(direct)
del(src)
afterattack(atom/target as mob|obj|turf|area, mob/user as mob)
if (istype(target, /obj/item/weapon/storage)) return ..()
if (!src.state && stage == 2 && !crit_fail)
user << "\red You prime the grenade! 3 seconds!"
message_admins("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
src.state = 1
src.icon_state = initial(icon_state)+"_armed"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(30)
explode()
user.drop_item()
var/t = (isturf(target) ? target : target.loc)
walk_towards(src, t, 3)
else if(crit_fail)
user << "\red This grenade is a dud and unusable!"
attack_self(mob/user as mob)
if (!src.state && stage == 2 && !crit_fail)
user << "\red You prime the grenade! 3 seconds!"
message_admins("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
src.state = 1
src.icon_state = initial(icon_state)+"_armed"
playsound(src.loc, 'armbomb.ogg', 75, 1, -3)
spawn(30)
explode()
else if(crit_fail)
user << "\red This grenade is a dud and unusable!"
attack_hand()
walk(src,0)
return ..()
attack_paw()
return attack_hand()
proc
explode()
if(reliability)
var/has_reagents = 0
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
if(G.reagents.total_volume) has_reagents = 1
if(!has_reagents)
playsound(src.loc, 'Screwdriver2.ogg', 50, 1)
state = 0
return
playsound(src.loc, 'bamf.ogg', 50, 1)
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.reagents.trans_to(src, G.reagents.total_volume)
if(src.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effects/system/steam_spread/steam = new /datum/effects/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
invisibility = 100 //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
else
icon_state = initial(icon_state) + "_locked"
crit_fail = 1
for(var/obj/item/weapon/reagent_containers/glass/G in beakers)
G.loc = get_turf(src.loc)
/obj/item/weapon/chem_grenade/large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
icon_state = "large_grenade"
allowed_containers = list("/obj/item/weapon/reagent_containers/glass")
origin_tech = "combat=3;materials=3"
affected_area = 4
/obj/item/weapon/chem_grenade/metalfoam
name = "Metal-Foam Grenade"
desc = "Used for emergency sealing of air breaches."
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beakers += B1
beakers += B2
icon_state = "chemg_locked"
/obj/item/weapon/chem_grenade/incendiary
name = "Incendiary Grenade"
desc = "Used for clearing rooms of living things."
path = 1
stage = 2
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("acid", 25)
beakers += B1
beakers += B2
icon_state = "chemg_locked"
/obj/item/weapon/chem_grenade/cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
stage = 2
path = 1
New()
..()
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 30)
B2.reagents.add_reagent("water", 10)
B2.reagents.add_reagent("cleaner", 10)
beakers += B1
beakers += B2
icon_state = "chemg_locked"
/obj/syringe_gun_dummy
name = ""
desc = ""
icon = 'chemical.dmi'
icon_state = "null"
anchored = 1
density = 0
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.my_atom = src
/obj/item/weapon/gun/syringe
name = "syringe gun"
icon = 'gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 4.0
var/list/syringes = new/list()
var/max_syringes = 1
m_amt = 2000
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\icon [src] Syringe gun:"
usr << "\blue [syringes] / [max_syringes] Syringes."
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
I.loc = src
syringes += I
user << "\blue You put the syringe in the syringe gun."
user << "\blue [syringes.len] / [max_syringes] Syringes."
else
usr << "\red The syringe gun cannot hold more syringes."
afterattack(obj/target, mob/user , flag)
if(!isturf(target.loc) || target == user) return
if(syringes.len)
spawn(0) fire_syringe(target,user)
else
usr << "\red The syringe gun is empty."
proc
fire_syringe(atom/target, mob/user)
if (locate (/obj/table, src.loc))
return
else
var/turf/trg = get_turf(target)
var/obj/syringe_gun_dummy/D = new/obj/syringe_gun_dummy(get_turf(src))
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
S.reagents.trans_to(D, S.reagents.total_volume)
syringes -= S
del(S)
D.icon_state = "syringeproj"
D.name = "syringe"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(!D) break
if(D.loc == trg) break
step_towards(D,trg)
for(var/mob/living/carbon/M in D.loc)
if(!istype(M,/mob/living/carbon)) continue
if(M == user) continue
D.reagents.trans_to(M, 15)
M.take_organ_damage(5)
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] was hit by the syringe!", M), 1)
del(D)
if(D)
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density) del(D)
sleep(1)
if (D) spawn(10) del(D)
return
/obj/reagent_dispensers
name = "Dispenser"
desc = "..."
icon = 'objects.dmi'
icon_state = "watertank"
density = 1
anchored = 0
flags = FPRINT
pressure_resistance = 2*ONE_ATMOSPHERE
var/amount_per_transfer_from_this = 10
var/possible_transfer_amounts = list(10,25,50,100)
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
if (!possible_transfer_amounts)
src.verbs -= /obj/reagent_dispensers/verb/set_APTFT
..()
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in view(1)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
new /obj/effects/water(src.loc)
del(src)
return
if(3.0)
if (prob(5))
new /obj/effects/water(src.loc)
del(src)
return
else
return
blob_act()
if(prob(50))
new /obj/effects/water(src.loc)
del(src)
/obj/item/weapon/reagent_containers
name = "Container"
desc = "..."
icon = 'chemical.dmi'
icon_state = null
w_class = 1
var/amount_per_transfer_from_this = 5
var/possible_transfer_amounts = list(5,10,25)
var/volume = 30
verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in range(0)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
New()
..()
if (!possible_transfer_amounts)
src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
var/datum/reagents/R = new/datum/reagents(volume)
reagents = R
R.my_atom = src
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)
return
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
desc = " "
icon = 'chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,25)
volume = 50
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/table,
/obj/secure_closet,
/obj/closet,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/item/weapon/chem_grenade,
/obj/machinery/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/secstorage/ssafe
)
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
afterattack(obj/target, mob/user , flag)
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]."
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/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(reagents.total_volume)
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Droppers.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/dropper
name = "Dropper"
desc = "A dropper. Transfers 5 units."
icon = '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) 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
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/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/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
/obj/item/weapon/reagent_containers/robodropper
name = "Industrial Dropper"
desc = "A larger dropper. Transfers 10 units."
icon = '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
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/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/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
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Syringes.
////////////////////////////////////////////////////////////////////////////////
#define SYRINGE_DRAW 0
#define SYRINGE_INJECT 1
/obj/item/weapon/reagent_containers/syringe
name = "Syringe"
desc = "A syringe."
icon = 'syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
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
*/
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))//Blood!
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
var/datum/reagent/B = new /datum/reagent/blood
if(!T.dna)
usr << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)"
return
B.holder = src
B.volume = amount
//set reagent data
B.data["donor"] = T
if(T.virus && T.virus.spread_type != SPECIAL)
B.data["virus"] = new T.virus.type(0)
B.data["blood_DNA"] = copytext(T.dna.unique_enzymes,1,0)
if(T.resistances&&T.resistances.len)
B.data["resistances"] = T.resistances.Copy()
if(istype(target, /mob/living/carbon/human))//I wish there was some hasproperty operation...
var/mob/living/carbon/human/HT = target
B.data["blood_type"] = copytext(HT.b_type,1,0)
var/list/temp_chem = list()
for(var/datum/reagent/R in target.reagents.reagent_list)
temp_chem += R.name
temp_chem[R.name] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
//debug
//for(var/D in B.data)
// world << "Data [D] = [B.data[D]]"
//debug
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/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 []!</B>", user, target), 1)
if(!do_mob(user, target)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with the 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,5)
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]"
/obj/item/weapon/reagent_containers/ld50_syringe
name = "Lethal Injection Syringe"
desc = "A syringe used for lethal injections."
icon = '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)
/*
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
*/
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/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
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// 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 = 'syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = null
flags = FPRINT | ONBELT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/hypospray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/*
/obj/item/weapon/reagent_containers/hypospray/New()
..()
reagents.add_reagent("tricordrazine", 30) //uncomment this to make it start with stuff in
return
*/
/obj/item/weapon/reagent_containers/hypospray/attack(mob/M as mob, mob/user as mob)
if(!reagents.total_volume)
user << "\red The hypospray is empty."
return
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
user << "\blue You inject [M] with the hypospray."
M << "\red You feel a tiny prick!"
M.attack_log += text("<font color='orange'>[world.time] - has been injected with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("<font color='red'>[world.time] - has used the [src.name] to inject [M.name] ([M.ckey])</font>")
src.reagents.reaction(M, INGEST)
if(M.reagents)
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
user << "\blue [trans] units injected. [reagents.total_volume] units remaining in the hypospray."
return
////////////////////////////////////////////////////////////////////////////////
/// Food.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food
possible_transfer_amounts = null
volume = 50 //Sets the default container amount for all food items.
New()
..()
src.pixel_x = rand(-5.0, 5) //Randomizes postion slightly.
src.pixel_y = rand(-5.0, 5)
/obj/item/weapon/reagent_containers/food/snacks //Food items that are eaten normally and don't leave anything behind.
name = "snack"
desc = "yummy"
icon = 'food.dmi'
icon_state = null
var/bitesize = 1
var/bitecount = 0
//Placeholder for effects that trigger on eating that aren't tied to reagents.
proc/On_Consume()
return
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)
if(!reagents.total_volume) //Shouldn't be needed but it checks to see if it has anything left in it.
user << "\red None of [src] left, oh no!"
del(src)
return 0
if(istype(M, /mob/living/carbon/human))
if(M == user) //If you're eating it yourself.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if (fullness <= 50)
M << "\red You hungrily chew out a piece of [src] and gobble it!"
if (fullness > 50 && fullness <= 150)
M << "\blue You hungrily begin to eat [src]."
if (fullness > 150 && fullness <= 350)
M << "\blue You take a bite of [src]."
if (fullness > 350 && fullness <= 550)
M << "\blue You unwillingly chew a bit of [src]."
if (fullness > (550 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
M << "\red You cannot force any more of [src] to go down your throat."
return 0
else //If you're feeding it to someone else.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if (fullness <= (550 * (1 + M.overeatduration / 1000)))
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
else
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] cannot force anymore of [src] down [M]'s throat.", 1)
return 0
if(!do_mob(user, M)) return
M.attack_log += text("<font color='orange'>[world.time] - has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("<font color='red'>[world.time] - has fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
if(reagents) //Handle ingestion of the reagent.
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
if(reagents.total_volume > bitesize)
/*
* I totally cannot understand what this code supposed to do.
* Right now every snack consumes in 2 bites, my popcorn does not work right, so I simplify it. -- rastaf0
var/temp_bitesize = max(reagents.total_volume /2, bitesize)
reagents.trans_to(M, temp_bitesize)
*/
reagents.trans_to(M, bitesize)
else
reagents.trans_to(M, reagents.total_volume)
bitecount++
On_Consume()
if(!reagents.total_volume)
if(M == user) user << "\red You finish eating [src]."
else user << "\red [M] finishes eating [src]."
del(src)
playsound(M.loc,'eatfood.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)
return
examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if (bitecount==0)
return
else if (bitecount==1)
usr << "\blue \The [src] was bitten by someone!"
else if (bitecount<=3)
usr << "\blue \The [src] was bitten [bitecount] times!"
else
usr << "\blue \The [src] was bitten multiple times!"
/obj/item/weapon/reagent_containers/food/snacks/sliceable
var/slice_path
var/slices_num
attackby(obj/item/weapon/W as obj, mob/user as mob)
var/inaccurate = 0
if( \
istype(W, /obj/item/weapon/kitchenknife) || \
istype(W, /obj/item/weapon/scalpel) || \
istype(W, /obj/item/weapon/kitchen/utensil/knife) \
)
else if( \
istype(W, /obj/item/weapon/circular_saw) || \
istype(W, /obj/item/weapon/sword) && W:active || \
istype(W, /obj/item/weapon/blade) || \
istype(W, /obj/item/weapon/shovel) \
)
inaccurate = 1
return
else
return 1
if ( \
!isturf(src.loc) || \
!(locate(/obj/table) in src.loc) && \
!(locate(/obj/machinery/optable) in src.loc) && \
!(locate(/obj/item/weapon/tray) in src.loc) \
)
user << "\red You cannot slice [src] here! You need a table or at least a tray to do it."
return 1
var/slices_lost = 0
if (!inaccurate)
user.visible_message( \
"\blue [user] slices \the [src]!", \
"\blue You slice \the [src]!" \
)
else
user.visible_message( \
"\blue [user] inaccurate slices \the [src] with [W]!", \
"\blue You inaccurate slice \the [src] with your [W]!" \
)
slices_lost = rand(1,min(1,round(slices_num/2)))
var/reagents_per_slice = reagents.total_volume/slices_num
for(var/i=1 to (slices_num-slices_lost))
var/obj/slice = new slice_path (src.loc)
reagents.trans_to(slice,reagents_per_slice)
del(src)
return
////////////////////////////////////////////////////////////////////////////////
/// FOOD END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Drinks.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/drinks
name = "drink"
desc = "yummy"
icon = '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)
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
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,'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("<font color='orange'>[world.time] - has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("<font color='red'>[world.time] - has fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
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,'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/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/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
bro.cell.use(30)
var/refill = reagents.get_master_reagent_id()
spawn(600)
reagents.add_reagent(refill, trans)
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/2)
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
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Pills.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/pill
name = "pill"
desc = "a pill."
icon = 'chemical.dmi'
icon_state = null
item_state = "pill"
possible_transfer_amounts = null
volume = 50
New()
..()
if(!icon_state)
icon_state = "pill[rand(1,20)]"
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)
if(M == user)
M << "\blue You swallow [src]."
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
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] forces [M] to swallow [src].", 1)
M.attack_log += text("<font color='orange'>[world.time] - has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("<font color='red'>[world.time] - has fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
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
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(target.is_open_container() == 1 && target.reagents)
if(!target.reagents.total_volume)
user << "\red [target] is empty. Cant dissolve pill."
return
user << "\blue You dissolve the pill in [target]"
reagents.trans_to(target, reagents.total_volume)
for(var/mob/O in viewers(2, user))
O.show_message("\red [user] puts something in [target].", 1)
spawn(5)
del(src)
return
////////////////////////////////////////////////////////////////////////////////
/// Pills. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Subtypes.
////////////////////////////////////////////////////////////////////////////////
//Glasses
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = '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(istype(D, /obj/item/device/prox_sensor))
var/obj/item/weapon/bucket_sensor/B = new /obj/item/weapon/bucket_sensor
B.loc = user
if (user.r_hand == D)
user.u_equip(D)
user.r_hand = B
else
user.u_equip(D)
user.l_hand = B
B.layer = 20
user << "You add the sensor to the bucket"
del(D)
del(src)
/obj/item/weapon/reagent_containers/glass/cantister
desc = "It's a canister. Mainly used for transporting fuel."
name = "canister"
icon = '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 = 'chemical.dmi'
icon_state = "beaker"
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)
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
on_reagent_change()
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
desc = "A blender jug, part of a blender."
icon = '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/large
name = "large reagent glass"
desc = "A large reagent glass."
icon = 'chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,30,50)
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = null
item_state = "atoxinbottle"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 30
New()
..()
if(!icon_state)
icon_state = "bottle[rand(1,20)]"
/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline
name = "inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = '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 = '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 = '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 = '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 = '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 = 'chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("anti_toxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/ammonia
name = "ammonia bottle"
desc = "A small bottle."
icon = '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 = '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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/flu(0)
var/list/data = list("virus"= 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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/pierrot_throat(0)
var/list/data = list("virus"= 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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/cold(0)
var/list/data = list("virus"= 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 = '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) -- No.
*/
/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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/fake_gbs(0)
var/list/data = list("virus"= 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 = '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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/brainrot(0)
var/list/data = list("virus"= 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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/magnitis(0)
var/list/data = list("virus"= 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 = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/wizarditis(0)
var/list/data = list("virus"= F)
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
name = "beaker"
desc = "A beaker. Can hold up to 30 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
New()
..()
reagents.add_reagent("cryoxadone", 30)
/obj/item/weapon/reagent_containers/glass/golden_cup
desc = "A golden cup"
name = "golden cup"
icon = 'drinks.dmi'
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 = 100
flags = FPRINT | CONDUCT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/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."
//Syringes
/obj/item/weapon/reagent_containers/syringe/robot
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()
/obj/item/weapon/reagent_containers/syringe/inaprovaline
name = "Syringe (inaprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
..()
reagents.add_reagent("inaprovaline", 15)
update_icon()
/obj/item/weapon/reagent_containers/syringe/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
..()
reagents.add_reagent("anti_toxin", 15)
update_icon()
/obj/item/weapon/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
desc = "Contains antiviral agents."
New()
..()
reagents.add_reagent("spaceacillin", 15)
update_icon()
/obj/item/weapon/reagent_containers/ld50_syringe/choral
New()
..()
reagents.add_reagent("chloralhydrate", 50)
update_icon()
////////////////////////////////////////////////////////////////////////////////
/// Concrete food moved to code/modules/food/food.dm
/////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////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.
/obj/item/weapon/reagent_containers/food/condiment //Food items that aren't eaten normally and leave an empty container behind.
name = "Condiment Container"
desc = "Just your average condiment container."
icon = '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,'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("<font color='orange'>[world.time] - has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("<font color='red'>[world.time] - has fed [src.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'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/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 it's 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"
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/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)
///////////////////////////////////////////////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"
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/soymilk
name = "SoyMilk"
desc = "It's soy milk. White and nutritious goodness!"
icon_state = "soymilk"
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 = "tea"
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 = "tea"
New()
..()
reagents.add_reagent("h_chocolate", 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 shcool years."
icon_state = "coffee"
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/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/beer
name = "Space Beer"
desc = "Beer. In space."
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/ale
name = "Magm-Ale"
desc = "A true dorf's drink of choice."
icon_state = "alebottle"
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/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/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 Responsably."
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/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/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/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/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"
///////////////////////////////////////////////Alchohol bottles! -Agouri //////////////////////////
//Notes by Darem: Functionally identical to regular drinks. The only difference is that the default bottle size is 100.
/obj/item/weapon/reagent_containers/food/drinks/bottle
amount_per_transfer_from_this = 10
volume = 100
/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/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/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/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)
//////////////////////////JUICES AND STUFF ///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice
name = "Orange Juice"
desc = "Full of vitamins and deliciousness!"
icon_state = "orangejuice"
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"
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"
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"
New()
..()
reagents.add_reagent("limejuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/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/sodawater
name = "Soda Water"
desc = "A can of soda water. Why not make a scotch and soda?"
icon_state = "sodawater"
New()
..()
reagents.add_reagent("sodawater", 50)
//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", 50)
/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", 30)
/obj/item/weapon/reagent_containers/pill/kelotane
name = "Kelotane pill"
desc = "Used to treat burns."
icon_state = "pill11"
New()
..()
reagents.add_reagent("kelotane", 30)
/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", 30)
//Dispensers
/obj/reagent_dispensers/watertank
name = "watertank"
desc = "A watertank"
icon = 'objects.dmi'
icon_state = "watertank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("water",1000)
/obj/reagent_dispensers/fueltank
name = "fueltank"
desc = "A fueltank"
icon = 'objects.dmi'
icon_state = "weldtank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("fuel",1000)
/obj/reagent_dispensers/fueltank/blob_act()
explosion(src.loc,0,1,5,7,10)
if(src)
del(src)
/obj/reagent_dispensers/fueltank/ex_act()
explosion(src.loc,-1,0,2)
if(src)
del(src)
/obj/reagent_dispensers/water_cooler
name = "Water-Cooler"
desc = "A machine that dispenses water to drink"
amount_per_transfer_from_this = 5
icon = 'vending.dmi'
icon_state = "water_cooler"
possible_transfer_amounts = null
anchored = 1
New()
..()
reagents.add_reagent("water",500)
/obj/reagent_dispensers/beerkeg
name = "beer keg"
desc = "A beer keg"
icon = 'objects.dmi'
icon_state = "beertankTEMP"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("beer",1000)
/obj/reagent_dispensers/beerkeg/blob_act()
explosion(src.loc,0,3,5,7,10)
del(src)
//////////////////////////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/britcup
name = "cup"
desc = "A cup with the british flag emblazoned on it."
icon_state = "britcup"
volume = 30
/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("cola")
icon_state = "glass_brown"
name = "Glass of Space Cola"
desc = "A glass of refreshing Space Cola"
if("orangejuice")
icon_state = "glass_orange"
name = "Glass of Orange juice"
desc = "Vitamins! Yay!"
if("tomatojuice")
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("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("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("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("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("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("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 = "Are you really that boring?"
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("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"
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()
///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("metroid", 50)
on_reagent_change()
if (reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("metroid")
icon_state = "jar_metroid"
name = "metroid jam"
desc = "A jar of metroid 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