/obj/item/weapon/gun/medbeam name = "Medical Beamgun" desc = "Delivers medical nanites in a focused beam." icon = 'icons/obj/chronos.dmi' icon_state = "chronogun" item_state = "chronogun" w_class = 3.0 var/mob/living/current_target var/last_check = 0 var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though var/max_range = 8 var/active = 0 var/datum/beam/current_beam = null var/mounted = 0 //Denotes if this is a handheld or mounted version heavy_weapon = 1 /obj/item/weapon/gun/medbeam/New() ..() SSobj.processing |= src /obj/item/weapon/gun/medbeam/dropped(mob/user) ..() LoseTarget() /obj/item/weapon/gun/medbeam/proc/LoseTarget() if(active) qdel(current_beam) active = 0 on_beam_release(current_target) current_target = null /obj/item/weapon/gun/medbeam/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override) if(isliving(user)) add_fingerprint(user) if(current_target) LoseTarget() if(!isliving(target)) return current_target = target active = 1 current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical) spawn(0) current_beam.Start() feedback_add_details("gun_fired","[src.type]") /obj/item/weapon/gun/medbeam/process() var/source = loc if(!mounted && !ishuman(source)) LoseTarget() return if(!current_target) LoseTarget() return if(world.time <= last_check+check_delay) return last_check = world.time if(get_dist(source, current_target)>max_range || !los_check(source, current_target)) LoseTarget() if(ishuman(source)) source << "You lose control of the beam!" return if(current_target) on_beam_tick(current_target) /obj/item/weapon/gun/medbeam/proc/los_check(atom/movable/user, mob/target) var/turf/user_turf = user.loc if(mounted) user_turf = get_turf(user) else if(!istype(user_turf)) return 0 var/obj/dummy = new(user_turf) dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows for(var/turf/turf in getline(user_turf,target)) if(mounted && turf == user_turf) continue //Mechs are dense and thus fail the check if(turf.density) qdel(dummy) return 0 for(var/atom/movable/AM in turf) if(!AM.CanPass(dummy,turf,1)) qdel(dummy) return 0 for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams! if(B.owner != current_beam) explosion(B.loc,0,3,5,8) qdel(dummy) return 0 qdel(dummy) return 1 /obj/item/weapon/gun/medbeam/proc/on_beam_hit(var/mob/living/target) return /obj/item/weapon/gun/medbeam/proc/on_beam_tick(var/mob/living/target) target.adjustBruteLoss(-4) target.adjustFireLoss(-4) return /obj/item/weapon/gun/medbeam/proc/on_beam_release(var/mob/living/target) return /obj/effect/ebeam/medical name = "medical beam" //////////////////////////////Mech Version/////////////////////////////// /obj/item/weapon/gun/medbeam/mech mounted = 1 /obj/item/weapon/gun/medbeam/mech/New() ..() SSobj.processing -= src //Mech mediguns do not process until installed, and are controlled by the holder obj