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## About The Pull Request 50 files, plus additonal file that was necessary because I slightly refactored windoor construction. This ended up like three and a half times larger than most of the other ones, I really wasn't meaning for that to happen. Maybe its because I more vigorously enforced the empty line after every return thing. The only way to find out is to read 1700 lines of changes, and I don't feel like doing that again. I pinky promise it all works, and I've tested every item changed individually. Changes beyond conversion: You can't welder down reinforced falsewalls anymore, pretty sure it was an oversight because they're supposed to be taken down by wirecutters You can right click to close gun lockers with an empty hand, because otherwise you can't close the lockers at all if there's a gun in them Meatspikes no longer runtime on construction due to the old trick of balloon alert + qdel Windoor assembly no longer SUCKS DICK!!, it's no longer storing essentially a boolean in an undocumented number in a string, it no longer requires a VERB to flip its direction. on a related note, the creator of the windoor assembly construction steps has been sent to live on a farm far out in the country Also, a quick note about how these prs are gonna fuck everything up until they're all together. There's a lot more places where `attackby()` is directly called than I would have assumed, and given as those are being changed to call `item_interaction()` potentially(usually) in a different pr than the pr in which that atom's `attackby()` is actually converted, that function's not going to work at all until both are merged. The good news is that almost every instance this is happening, it's pure convenience, where the user would have access to both items anyway and could just manually call the attack chain by clicking them together. Instances where this is not the case are being skipped over until they can be packaged together to avoid the issue, but I'm not bothering to do this on ones where the desync won't make an interaction actually unusable, because that would require me to turn a 1700 line pr into a 3500 line pr and I really was aiming for like 500 ## Why It's Good For The Game Ignore the paragraph about how I expect this to create a hostage situation where the only fix to the bugs I make is to merge my other prs, and instead think about how cool swing combat would be and how much you want it ## Changelog 🆑 fix: you now can only use a wirecutter to take down a reinforced falsewall fix: meatspikes no longer runtime on construction fix: you no longer have to use a verb that you can't use to flip windoor assemblies qol: you can right click a gun locker to close it code: 50 files have been moved from attackby() to item_interaction() /🆑
462 lines
15 KiB
Plaintext
462 lines
15 KiB
Plaintext
//Hydroponics tank and base code
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/obj/item/watertank
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name = "backpack water tank"
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desc = "A S.U.N.S.H.I.N.E. brand water tank backpack with a nozzle to water plants."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "waterbackpack"
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inhand_icon_state = "waterbackpack"
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lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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slowdown = 1
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actions_types = list(/datum/action/item_action/toggle_mister)
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max_integrity = 200
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armor_type = /datum/armor/item_watertank
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resistance_flags = FIRE_PROOF
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interaction_flags_mouse_drop = ALLOW_RESTING
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var/obj/item/noz
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var/volume = 500
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/datum/armor/item_watertank
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fire = 100
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acid = 30
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/obj/item/watertank/Initialize(mapload)
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. = ..()
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create_reagents(volume, OPENCONTAINER)
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noz = make_noz()
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RegisterSignal(noz, COMSIG_MOVABLE_MOVED, PROC_REF(noz_move))
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AddElement(/datum/element/drag_pickup)
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/obj/item/watertank/Destroy()
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QDEL_NULL(noz)
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return ..()
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/obj/item/watertank/ui_action_click(mob/user)
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toggle_mister(user)
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/obj/item/watertank/proc/toggle_mister(mob/living/user)
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if(!istype(user))
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return
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if(user.get_item_by_slot(user.getBackSlot()) != src)
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to_chat(user, span_warning("The watertank must be worn properly to use!"))
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return
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if(user.incapacitated)
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return
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if(QDELETED(noz))
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noz = make_noz()
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RegisterSignal(noz, COMSIG_MOVABLE_MOVED, PROC_REF(noz_move))
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if(noz in src)
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//Detach the nozzle into the user's hands
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if(!user.put_in_hands(noz))
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to_chat(user, span_warning("You need a free hand to hold the mister!"))
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return
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else
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//Remove from their hands and put back "into" the tank
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remove_noz()
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GAME_VERB(/obj/item/watertank, toggle_mister_verb, "Toggle Mister", null)
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toggle_mister(usr)
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/obj/item/watertank/proc/make_noz()
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return new /obj/item/reagent_containers/spray/mister(src)
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/obj/item/watertank/proc/noz_move(atom/movable/mover, atom/oldloc, direction)
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if(mover.loc == src || mover.loc == loc)
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return
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balloon_alert(loc, "nozzle snaps back")
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mover.forceMove(src)
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/obj/item/watertank/equipped(mob/user, slot)
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..()
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if(!(slot & ITEM_SLOT_BACK))
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remove_noz()
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/obj/item/watertank/proc/remove_noz()
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if(!QDELETED(noz))
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if(ismob(noz.loc))
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var/mob/M = noz.loc
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M.temporarilyRemoveItemFromInventory(noz, TRUE)
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noz.forceMove(src)
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/obj/item/watertank/attack_hand(mob/user, list/modifiers)
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if (user.get_item_by_slot(user.getBackSlot()) == src)
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toggle_mister(user)
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else
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return ..()
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/obj/item/watertank/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(tool != noz)
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return NONE
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remove_noz()
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return ITEM_INTERACT_SUCCESS
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/obj/item/watertank/dropped(mob/user)
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..()
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remove_noz()
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// This mister item is intended as an extension of the watertank and always attached to it.
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// Therefore, it's designed to be "locked" to the player's hands or extended back onto
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// the watertank backpack. Allowing it to be placed elsewhere or created without a parent
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// watertank object will likely lead to weird behaviour or runtimes.
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/obj/item/reagent_containers/spray/mister
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name = "water mister"
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desc = "A mister nozzle attached to a water tank."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "mister"
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inhand_icon_state = "mister"
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lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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amount_per_transfer_from_this = 50
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possible_transfer_amounts = list(50)
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can_toggle_range = FALSE
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volume = 500
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item_flags = NOBLUDGEON | ABSTRACT // don't put in storage
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slot_flags = NONE
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/obj/item/reagent_containers/spray/mister/Initialize(mapload)
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. = ..()
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if(!loc?.reagents)
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return INITIALIZE_HINT_QDEL
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reagents = loc.reagents //This mister is really just a proxy for the tank's reagents
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/obj/item/reagent_containers/spray/mister/try_spray(atom/target, mob/user)
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if(target.loc == loc) //Safety check so you don't fill your mister with mutagen or something and then blast yourself in the face with it
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return FALSE
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return ..()
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//Janitor tank
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/obj/item/watertank/janitor
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name = "backpack cleaner tank"
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desc = "A janitorial cleaner backpack with nozzle to clean blood and graffiti."
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icon_state = "waterbackpackjani"
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inhand_icon_state = "waterbackpackjani"
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custom_price = PAYCHECK_CREW * 5
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/obj/item/watertank/janitor/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/space_cleaner, 500)
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/obj/item/reagent_containers/spray/mister/janitor
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name = "janitor spray nozzle"
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desc = "A janitorial spray nozzle attached to a watertank, designed to clean up large messes."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "misterjani"
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inhand_icon_state = "misterjani"
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lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi'
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list(5, 10)
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current_range = 5
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/obj/item/watertank/janitor/make_noz()
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return new /obj/item/reagent_containers/spray/mister/janitor(src)
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/obj/item/reagent_containers/spray/mister/janitor/mode_change_message(mob/user)
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to_chat(user, span_notice("You [amount_per_transfer_from_this == 10 ? "remove" : "affix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray."))
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//Security tank
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/obj/item/watertank/pepperspray
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name = "ANTI-TIDER-2500 suppression backpack"
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desc = "The ultimate crowd-control device; this tool allows the user to quickly and efficiently pacify groups of hostile targets."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "pepperbackpacksec"
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inhand_icon_state = "pepperbackpacksec"
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custom_price = PAYCHECK_CREW * 2
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volume = 1000
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/obj/item/watertank/pepperspray/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/consumable/condensedcapsaicin, 1000)
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/obj/item/reagent_containers/spray/mister/pepperspray
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name = "security spray nozzle"
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desc = "A pacifying spray nozzle attached to a pepperspray tank, designed to silence perps."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "mistersec"
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inhand_icon_state = "mistersec"
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lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi'
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = list(5, 10)
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current_range = 6
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/obj/item/watertank/pepperspray/make_noz()
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return new /obj/item/reagent_containers/spray/mister/pepperspray(src)
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/obj/item/reagent_containers/spray/mister/pepperspray/mode_change_message(mob/user)
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to_chat(user, span_notice("You [amount_per_transfer_from_this == 10 ? "remove" : "affix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray."))
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//ATMOS FIRE FIGHTING BACKPACK
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/obj/item/watertank/atmos
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name = "backpack firefighter tank"
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desc = "A refrigerated and pressurized backpack tank with extinguisher nozzle, intended to fight fires. Swaps between extinguisher, resin launcher and a smaller scale resin foamer."
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inhand_icon_state = "waterbackpackatmos"
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icon_state = "waterbackpackatmos"
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worn_icon_state = "waterbackpackatmos"
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volume = 200
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slowdown = 0
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/obj/item/watertank/atmos/Initialize(mapload)
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. = ..()
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reagents.add_reagent(/datum/reagent/water, 200)
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/obj/item/watertank/atmos/make_noz()
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return new /obj/item/extinguisher/mini/nozzle(src)
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/obj/item/watertank/atmos/dropped(mob/user)
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..()
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icon_state = "waterbackpackatmos"
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if(istype(noz, /obj/item/extinguisher/mini/nozzle))
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var/obj/item/extinguisher/mini/nozzle/N = noz
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N.nozzle_mode = 0
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/obj/item/extinguisher/mini/nozzle
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name = "extinguisher nozzle"
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desc = "A heavy duty nozzle attached to a firefighter's backpack tank."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "atmos_nozzle"
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inhand_icon_state = "nozzleatmos"
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lefthand_file = 'icons/mob/inhands/equipment/mister_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/mister_righthand.dmi'
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safety = 0
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max_water = 200
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power = 8
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force = 10
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precision = 1
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cooling_power = 5
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w_class = WEIGHT_CLASS_HUGE
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item_flags = ABSTRACT // don't put in storage
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chem = null //holds no chems of its own, it takes from the tank.
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custom_materials = null
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var/obj/item/tank
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var/nozzle_mode = 0
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var/metal_synthesis_cooldown = 0
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COOLDOWN_DECLARE(resin_cooldown)
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/obj/item/extinguisher/mini/nozzle/Initialize(mapload)
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. = ..()
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tank = loc
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if (!tank?.reagents)
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return INITIALIZE_HINT_QDEL
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reagents = tank.reagents
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max_water = tank.reagents.maximum_volume
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/obj/item/extinguisher/mini/nozzle/Destroy()
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reagents = null //This is a borrowed reference from the tank.
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tank = null
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return ..()
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/obj/item/extinguisher/mini/nozzle/attack_self(mob/user)
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var/uses_pack = istype(tank, /obj/item/watertank/atmos)
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switch(nozzle_mode)
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if(EXTINGUISHER)
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nozzle_mode = RESIN_LAUNCHER
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if(uses_pack)
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tank.icon_state = "waterbackpackatmos_1"
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balloon_alert(user, "switched to resin launcher")
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return
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if(RESIN_LAUNCHER)
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nozzle_mode = RESIN_FOAM
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if(uses_pack)
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tank.icon_state = "waterbackpackatmos_2"
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balloon_alert(user, "switched to resin foam")
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return
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if(RESIN_FOAM)
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nozzle_mode = EXTINGUISHER
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if(uses_pack)
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tank.icon_state = "waterbackpackatmos_0"
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balloon_alert(user, "switched to fire extinguisher")
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return
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return
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/obj/item/extinguisher/mini/nozzle/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(AttemptRefill(interacting_with, user))
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return NONE
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return ..()
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/obj/item/extinguisher/mini/nozzle/ranged_interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(nozzle_mode == EXTINGUISHER)
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return ..()
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var/Adj = user.Adjacent(interacting_with)
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if(nozzle_mode == RESIN_LAUNCHER)
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if(Adj && user.combat_mode)
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return ITEM_INTERACT_SKIP_TO_ATTACK
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var/datum/reagents/R = reagents
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if(R.total_volume < 100)
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balloon_alert(user, "not enough water!")
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return ITEM_INTERACT_BLOCKING
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if(!COOLDOWN_FINISHED(src, resin_cooldown))
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balloon_alert(user, "still recharging!")
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return ITEM_INTERACT_BLOCKING
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COOLDOWN_START(src, resin_cooldown, 10 SECONDS)
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R.remove_all(100)
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var/obj/effect/resin_container/resin = new (get_turf(src))
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user.log_message("used Resin Launcher", LOG_GAME)
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playsound(src,'sound/items/syringeproj.ogg',40,TRUE)
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var/delay = 2
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var/datum/move_loop/loop = GLOB.move_manager.move_towards(resin, interacting_with, delay, timeout = delay * 5, priority = MOVEMENT_ABOVE_SPACE_PRIORITY)
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RegisterSignal(loop, COMSIG_MOVELOOP_POSTPROCESS, PROC_REF(resin_stop_check))
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RegisterSignal(loop, COMSIG_QDELETING, PROC_REF(resin_landed))
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return ITEM_INTERACT_SUCCESS
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if(nozzle_mode == RESIN_FOAM)
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if(!isturf(interacting_with))
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return NONE
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if(!Adj)
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balloon_alert(user, "too far!")
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return ITEM_INTERACT_BLOCKING
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for(var/thing in interacting_with)
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if(istype(thing, /obj/effect/particle_effect/fluid/foam/metal/resin) || istype(thing, /obj/structure/foamedmetal/resin))
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balloon_alert(user, "already has resin!")
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return ITEM_INTERACT_BLOCKING
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if(metal_synthesis_cooldown < 5)
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var/obj/effect/particle_effect/fluid/foam/metal/resin/foam = new (get_turf(interacting_with))
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foam.group.target_size = 0
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metal_synthesis_cooldown++
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addtimer(CALLBACK(src, PROC_REF(reduce_metal_synth_cooldown)), 10 SECONDS)
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return ITEM_INTERACT_SUCCESS
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balloon_alert(user, "still being synthesized!")
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return ITEM_INTERACT_BLOCKING
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return NONE
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/obj/item/extinguisher/mini/nozzle/proc/resin_stop_check(datum/move_loop/source, result)
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SIGNAL_HANDLER
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if(result == MOVELOOP_SUCCESS)
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return
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resin_landed(source)
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qdel(source)
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/obj/item/extinguisher/mini/nozzle/proc/resin_landed(datum/move_loop/source)
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SIGNAL_HANDLER
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if(!istype(source.moving, /obj/effect/resin_container) || QDELETED(source.moving))
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return
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var/obj/effect/resin_container/resin = source.moving
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resin.Smoke()
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/obj/item/extinguisher/mini/nozzle/proc/reduce_metal_synth_cooldown()
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metal_synthesis_cooldown--
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/obj/effect/resin_container
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name = "resin container"
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desc = "A compacted ball of expansive resin, used to repair the atmosphere in a room, or seal off breaches."
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icon = 'icons/effects/effects.dmi'
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icon_state = "frozen_smoke_capsule"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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pass_flags = PASSTABLE
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anchored = TRUE
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/obj/effect/resin_container/proc/Smoke()
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do_foam(4, src, loc, foam_type = /datum/effect_system/fluid_spread/foam/metal/resin)
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playsound(src,'sound/effects/bamf.ogg',100,TRUE)
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qdel(src)
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// Please don't spacedrift thanks
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/obj/effect/resin_container/newtonian_move(inertia_angle, instant = FALSE, start_delay = 0, drift_force = 0, controlled_cap = null)
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return TRUE
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#undef EXTINGUISHER
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#undef RESIN_LAUNCHER
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#undef RESIN_FOAM
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/obj/item/reagent_containers/chemtank
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name = "backpack chemical injector"
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desc = "A chemical autoinjector that can be carried on your back."
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icon = 'icons/obj/service/hydroponics/equipment.dmi'
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icon_state = "waterbackpackchem"
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inhand_icon_state = "waterbackpackchem"
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lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
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w_class = WEIGHT_CLASS_BULKY
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slot_flags = ITEM_SLOT_BACK
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slowdown = 1
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actions_types = list(/datum/action/item_action/activate_injector)
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var/on = FALSE
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volume = 300
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var/usage_ratio = 5 //5 unit added per 1 removed
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/// How much to inject per second
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var/injection_amount = 0.5
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amount_per_transfer_from_this = 5
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|
initial_reagent_flags = TRANSPARENT
|
|
possible_transfer_amounts = list(5,10,15)
|
|
fill_icon_thresholds = list(0, 15, 60)
|
|
fill_icon_state = "backpack"
|
|
|
|
/obj/item/reagent_containers/chemtank/ui_action_click()
|
|
toggle_injection()
|
|
|
|
/obj/item/reagent_containers/chemtank/proc/toggle_injection()
|
|
var/mob/living/carbon/human/user = usr
|
|
if(!istype(user))
|
|
return
|
|
if (user.get_item_by_slot(ITEM_SLOT_BACK) != src)
|
|
to_chat(user, span_warning("The chemtank needs to be on your back before you can activate it!"))
|
|
return
|
|
if(on)
|
|
turn_off()
|
|
else
|
|
turn_on()
|
|
|
|
//Todo : cache these.
|
|
/obj/item/reagent_containers/chemtank/worn_overlays(mutable_appearance/standing, isinhands = FALSE, icon_file, bodyshape = NONE) //apply chemcolor and level
|
|
. = ..()
|
|
//inhands + reagent_filling
|
|
if(isinhands || !reagents.total_volume)
|
|
return
|
|
|
|
var/mutable_appearance/filling = mutable_appearance('icons/obj/medical/reagent_fillings.dmi', "backpackmob-10")
|
|
var/percent = round((reagents.total_volume / volume) * 100)
|
|
switch(percent)
|
|
if(0 to 15)
|
|
filling.icon_state = "backpackmob-10"
|
|
if(16 to 60)
|
|
filling.icon_state = "backpackmob50"
|
|
if(61 to INFINITY)
|
|
filling.icon_state = "backpackmob100"
|
|
|
|
filling.color = mix_color_from_reagents(reagents.reagent_list)
|
|
. += filling
|
|
|
|
/obj/item/reagent_containers/chemtank/proc/turn_on()
|
|
on = TRUE
|
|
START_PROCESSING(SSobj, src)
|
|
if(ismob(loc))
|
|
to_chat(loc, span_notice("[src] turns on."))
|
|
|
|
/obj/item/reagent_containers/chemtank/proc/turn_off()
|
|
on = FALSE
|
|
STOP_PROCESSING(SSobj, src)
|
|
if(ismob(loc))
|
|
to_chat(loc, span_notice("[src] turns off."))
|
|
|
|
/obj/item/reagent_containers/chemtank/process(seconds_per_tick)
|
|
if(!ishuman(loc))
|
|
turn_off()
|
|
return
|
|
if(!reagents.total_volume)
|
|
turn_off()
|
|
return
|
|
var/mob/living/carbon/human/user = loc
|
|
if(user.back != src)
|
|
turn_off()
|
|
return
|
|
|
|
var/inj_am = injection_amount * seconds_per_tick
|
|
var/used_amount = inj_am / usage_ratio
|
|
reagents.trans_to(user, used_amount, usage_ratio, methods = INJECT)
|
|
update_appearance()
|
|
user.update_worn_back() //for overlays update
|
|
|
|
/datum/action/item_action/activate_injector
|
|
name = "Activate Injector"
|