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## About The Pull Request In similar fashion to what was done with crafting recipes last year, this year it's time for techweb designs and printed items to be audited. This is mostly just about consistency, we've a lot of items that can be printed by protolathes, autolathes, circuit printers and techfab etc. However they almost all (except most stacks, mainly) have custom materials that do not match in one way or another with the materials used by the design, which is what this PR is for. "But items printed from lathes etc. already get the mats used to make them." Yes, they do, however that isn't the case for items of the same type that were spawned in some other way (cargo shuttle, space/maints loot, mapped, admins), this create a subtle discrepancy. It isn't a huge deal (in spite of the size of this PR, ton of designs), but given that I have done something similar with crafting recipes before, I may as well give it a second arc of some sort and bring things to completion. And fix a few possible oversights. TL;DR consistency and stuff ## Why It's Good For The Game Consistency, unit test checks to make it harder not to be consistent in the future. Still has a few TODOs like: - [x] Fixed newly printed, fully charged RCDs costing less than the RCD cartridges required to fully charge one. EDIT: I had to tweak the newly added RDD as well because it suffered from the same fundamental issue. - [x] Fixed plates being made of iron and yet shattering like ceramic ones. A new subtype for metallic ones has been made. ## Changelog 🆑 refactor: Refactored a few things with techweb designs (the ones for autolathes, protolathes, circuit printers, mechfabs etc.) to make sure that the materials of items that can be made from these designs more closely match the materials used to make them. fix: Lizard fries no longer need a plate to be made, like all other treats that used to require plates in a distant past. balance: Tweaked the materials cost of RCD, RDD and RCD cartridges. image: Oven trays now have a more metallic hue. balance: Plates printed printed from lathes won't shatter like ceramic ones, in virtue of them being made out of iron instead. /🆑
391 lines
15 KiB
Plaintext
391 lines
15 KiB
Plaintext
/obj/item/firing_pin
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name = "electronic firing pin"
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desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
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icon = 'icons/obj/devices/gunmod.dmi'
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icon_state = "firing_pin"
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inhand_icon_state = "pen"
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worn_icon_state = "pen"
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obj_flags = CONDUCTS_ELECTRICITY
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w_class = WEIGHT_CLASS_TINY
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attack_verb_continuous = list("pokes")
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attack_verb_simple = list("poke")
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3)
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var/fail_message = "invalid user!"
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/// Explode when user check is failed.
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var/selfdestruct = FALSE
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/// Can forcefully replace other pins.
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var/force_replace = FALSE
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/// Can be replaced by any pin.
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var/pin_hot_swappable = FALSE
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///Can be removed from the gun using tools or replaced by a pin with force_replace
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var/pin_removable = TRUE
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var/obj/item/gun/gun
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var/default_pin_auth = TRUE
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/obj/item/firing_pin/Destroy()
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if(gun)
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gun_remove()
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return ..()
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/obj/item/firing_pin/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(!isgun(interacting_with))
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return NONE
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var/obj/item/gun/targeted_gun = interacting_with
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var/obj/item/firing_pin/old_pin = targeted_gun.pin
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if(old_pin?.pin_removable && (force_replace || old_pin.pin_hot_swappable))
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if(Adjacent(user))
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user.put_in_hands(old_pin)
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else
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old_pin.forceMove(targeted_gun.drop_location())
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old_pin.gun_remove(user)
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if(!targeted_gun.pin)
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if(!user.temporarilyRemoveItemFromInventory(src))
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return .
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if(gun_insert(user, targeted_gun))
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if(old_pin)
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balloon_alert(user, "swapped firing pin")
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else
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balloon_alert(user, "inserted firing pin")
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else
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to_chat(user, span_notice("This firearm already has a firing pin installed."))
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return ITEM_INTERACT_SUCCESS
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/obj/item/firing_pin/emag_act(mob/user, obj/item/card/emag/emag_card)
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if(obj_flags & EMAGGED)
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return FALSE
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obj_flags |= EMAGGED
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balloon_alert(user, "authentication checks overridden")
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return TRUE
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/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/new_gun, starting = FALSE)
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gun = new_gun
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forceMove(gun)
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gun.pin = src
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SEND_SIGNAL(gun, COMSIG_GUN_PIN_INSERTED, src, user, starting)
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return TRUE
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/obj/item/firing_pin/proc/gun_remove(mob/living/user)
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gun.pin = null
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SEND_SIGNAL(gun, COMSIG_GUN_PIN_REMOVED, src, user)
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gun = null
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return
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/obj/item/firing_pin/proc/pin_auth(mob/living/user)
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var/result = SEND_SIGNAL(user, COMSIG_LIVING_FIRING_PIN_CHECK, src)
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if(result & ALLOW_FIRE)
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return TRUE
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if(result & BLOCK_FIRE)
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return FALSE
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return default_pin_auth
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/obj/item/firing_pin/proc/auth_fail(mob/living/user)
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if(user)
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balloon_alert(user, fail_message)
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if(selfdestruct)
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if(user)
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user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
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to_chat(user, span_userdanger("[gun] explodes!"))
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explosion(src, devastation_range = -1, light_impact_range = 2, flash_range = 3)
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if(gun)
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qdel(gun)
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/obj/item/firing_pin/magic
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name = "magic crystal shard"
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desc = "A small enchanted shard which allows magical weapons to fire."
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// Test pin, works only near firing range.
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/obj/item/firing_pin/test_range
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name = "test-range firing pin"
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desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
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fail_message = "test range check failed!"
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pin_hot_swappable = TRUE
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/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
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if(!istype(user))
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return FALSE
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if (istype(get_area(user), /area/station/security/range))
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return TRUE
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return FALSE
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// Implant pin, checks for implant
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/obj/item/firing_pin/implant
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name = "implant-keyed firing pin"
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desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
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fail_message = "implant check failed!"
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var/obj/item/implant/req_implant = null
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/obj/item/firing_pin/implant/pin_auth(mob/living/user)
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if(user)
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for(var/obj/item/implant/I in user.implants)
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if(req_implant && I.type == req_implant)
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return TRUE
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return FALSE
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/obj/item/firing_pin/implant/mindshield
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name = "mindshield firing pin"
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desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
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icon_state = "firing_pin_loyalty"
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req_implant = /obj/item/implant/mindshield
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custom_materials = list(/datum/material/silver = SHEET_MATERIAL_AMOUNT * 0.6, /datum/material/diamond = SHEET_MATERIAL_AMOUNT * 0.6, /datum/material/uranium = SMALL_MATERIAL_AMOUNT * 2)
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/obj/item/firing_pin/implant/pindicate
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name = "syndicate firing pin"
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icon_state = "firing_pin_pindi"
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req_implant = /obj/item/implant/weapons_auth
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// Honk pin, clown's joke item.
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// Can replace other pins. Replace a pin in cap's laser for extra fun!
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/obj/item/firing_pin/clown
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name = "hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object."
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color = COLOR_YELLOW
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fail_message = "honk!"
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force_replace = TRUE
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custom_materials = list(/datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/bananium = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/glass = SMALL_MATERIAL_AMOUNT * 3)
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/obj/item/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
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return FALSE
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// Ultra-honk pin, clown's deadly joke item.
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// A gun with ultra-honk pin is useful for clown and useless for everyone else.
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/obj/item/firing_pin/clown/ultra
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name = "ultra hilarious firing pin"
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/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, TRUE)
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if(QDELETED(user)) //how the hell...?
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stack_trace("/obj/item/firing_pin/clown/ultra/pin_auth called with a [isnull(user) ? "null" : "invalid"] user.")
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return TRUE
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if(HAS_TRAIT(user, TRAIT_CLUMSY)) //clumsy
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return TRUE
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if(user.mind)
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if(is_clown_job(user.mind.assigned_role)) //traitor clowns can use this, even though they're technically not clumsy
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return TRUE
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if(user.mind.has_antag_datum(/datum/antagonist/nukeop/clownop)) //clown ops aren't clumsy by default and technically don't have an assigned role of "Clown", but come on, they're basically clowns
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return TRUE
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if(user.mind.has_antag_datum(/datum/antagonist/nukeop/leader/clownop)) //Wanna hear a funny joke?
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return TRUE //The clown op leader antag datum isn't a subtype of the normal clown op antag datum.
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return FALSE
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/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/new_gun, starting = FALSE)
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..()
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new_gun.clumsy_check = FALSE
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/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
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gun.clumsy_check = initial(gun.clumsy_check)
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..()
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// Now two times deadlier!
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/obj/item/firing_pin/clown/ultra/selfdestruct
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name = "super ultra hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
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selfdestruct = TRUE
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// DNA-keyed pin.
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// When you want to keep your toys for yourself.
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/obj/item/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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icon_state = "firing_pin_dna"
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fail_message = "dna check failed!"
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var/unique_enzymes = null
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/obj/item/firing_pin/dna/interact_with_atom(atom/interacting_with, mob/living/user, list/modifiers)
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if(iscarbon(interacting_with))
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var/mob/living/carbon/M = interacting_with
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if(M.dna && M.dna.unique_enzymes)
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unique_enzymes = M.dna.unique_enzymes
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balloon_alert(user, "dna lock set")
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return ITEM_INTERACT_SUCCESS
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return ITEM_INTERACT_BLOCKING
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return ..()
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/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(user && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return TRUE
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return FALSE
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/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(user && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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balloon_alert(user, "dna lock set")
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else
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..()
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/obj/item/firing_pin/dna/dredd
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
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selfdestruct = TRUE
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// Paywall pin, brought to you by ARMA 3 DLC.
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// Checks if the user has a valid bank account on an ID and if so attempts to extract a one-time payment to authorize use of the gun. Otherwise fails to shoot.
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/obj/item/firing_pin/paywall
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name = "paywall firing pin"
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desc = "A firing pin with a built-in configurable paywall."
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color = COLOR_GOLD
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fail_message = ""
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/// List of account IDs which have accepted the license prompt. If this is the multi-payment pin, then this means they accepted the waiver that each shot will cost them money
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var/list/gun_owners = list()
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/// How much gets paid out to license yourself to the gun
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var/payment_amount
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/// Owner of the gun
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var/datum/bank_account/pin_owner
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/// If true, user has to pay everytime they fire the gun
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var/multi_payment = FALSE
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/// Purchase prompt to prevent spamming it, set to the user who opens to prompt to prevent locking the gun up for other users.
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var/active_prompt_user
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/obj/item/firing_pin/paywall/attack_self(mob/user)
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multi_payment = !multi_payment
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to_chat(user, span_notice("You set the pin to [multi_payment ? "process payment for every shot" : "one-time license payment"]."))
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/obj/item/firing_pin/paywall/examine(mob/user)
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. = ..()
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if(pin_owner)
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. += span_notice("This firing pin is currently authorized to pay into the account of [pin_owner.account_holder].")
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/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/new_gun, starting = FALSE)
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if(pin_owner || starting)
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. = ..()
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gun.desc += span_notice("This [gun.name] has a [multi_payment ? "per-shot" : "license permit"] cost of [payment_amount] [MONEY_NAME_AUTOPURAL(payment_amount)].")
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return
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if(isnull(user))
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forceMove(new_gun.drop_location())
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else
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to_chat(user, span_warning("ERROR: Please swipe valid identification card before installing firing pin!"))
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user.put_in_hands(src)
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return FALSE
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/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
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gun.desc = gun::desc
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. = ..()
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/obj/item/firing_pin/paywall/item_interaction(mob/living/user, obj/item/tool, list/modifiers)
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if(!isidcard(tool))
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return NONE
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var/obj/item/card/id/id = tool
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if(!id.registered_account)
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to_chat(user, span_warning("ERROR: Identification card lacks registered bank account!"))
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return ITEM_INTERACT_BLOCKING
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if(pin_owner && id.registered_account != pin_owner)
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to_chat(user, span_warning("ERROR: This firing pin has already been authorized!"))
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return ITEM_INTERACT_BLOCKING
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if(id.registered_account == pin_owner)
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to_chat(user, span_notice("You unlink the card from the firing pin."))
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gun_owners -= user.get_bank_account()
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pin_owner = null
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return ITEM_INTERACT_SUCCESS
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var/transaction_amount = tgui_input_number(user, "Insert valid deposit amount for gun purchase", "Money Deposit")
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if(!transaction_amount || QDELETED(user) || QDELETED(src) || !user.can_perform_action(src, FORBID_TELEKINESIS_REACH))
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return ITEM_INTERACT_BLOCKING
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pin_owner = id.registered_account
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payment_amount = transaction_amount
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gun_owners += user.get_bank_account()
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to_chat(user, span_notice("You link the card to the firing pin."))
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return ITEM_INTERACT_SUCCESS
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/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
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if(!istype(user))//nice try commie
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return FALSE
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var/datum/bank_account/credit_card_details = user.get_bank_account()
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if(credit_card_details in gun_owners)
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if(multi_payment && credit_card_details)
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if(!gun.can_shoot())
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return TRUE //So you don't get charged for attempting to fire an empty gun.
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if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun Rent"))
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if(pin_owner)
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pin_owner.adjust_money(payment_amount, "Firing Pin: Payout For Gun Rent")
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return TRUE
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to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
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return FALSE
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return TRUE
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if(!credit_card_details)
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to_chat(user, span_warning("ERROR: User has no valid bank account to subtract neccesary funds from!"))
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return FALSE
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if(active_prompt_user == user)
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return FALSE
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active_prompt_user = user
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var/license_request = tgui_alert(user, "Do you wish to pay [payment_amount] [MONEY_NAME_AUTOPURAL(payment_amount)] for [( multi_payment ) ? "each shot of [gun.name]" : "usage license of [gun.name]"]?", "Weapon Purchase", list("Yes", "No"), 15 SECONDS)
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if(!user.can_perform_action(src))
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active_prompt_user = null
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return FALSE
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switch(license_request)
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if("Yes")
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if(multi_payment)
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gun_owners += credit_card_details
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to_chat(user, span_notice("Gun rental terms agreed to, have a secure day!"))
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else if(credit_card_details.adjust_money(-payment_amount, "Firing Pin: Gun License"))
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if(pin_owner)
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pin_owner.adjust_money(payment_amount, "Firing Pin: Gun License Bought")
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gun_owners += credit_card_details
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to_chat(user, span_notice("Gun license purchased, have a secure day!"))
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else
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to_chat(user, span_warning("ERROR: User balance insufficent for successful transaction!"))
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if("No", null)
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to_chat(user, span_warning("ERROR: User has declined to purchase gun license!"))
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active_prompt_user = null
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return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
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// Explorer Firing Pin- Prevents use on station Z-Level, so it's justifiable to give Explorers guns that don't suck.
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/obj/item/firing_pin/explorer
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name = "outback firing pin"
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desc = "A firing pin used by the Australian defense force, retrofit to prevent weapon discharge on the station."
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icon_state = "firing_pin_explorer"
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fail_message = "cannot fire while on station, mate!"
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custom_materials = list(/datum/material/silver = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/gold = HALF_SHEET_MATERIAL_AMOUNT, /datum/material/iron = HALF_SHEET_MATERIAL_AMOUNT)
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// This checks that the user isn't on the station Z-level.
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/obj/item/firing_pin/explorer/pin_auth(mob/living/user)
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var/turf/station_check = get_turf(user)
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if(!station_check || is_station_level(station_check.z))
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return FALSE
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return TRUE
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// Laser tag pins
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/obj/item/firing_pin/tag
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name = "laser tag firing pin"
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desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
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fail_message = "suit check failed!"
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default_pin_auth = FALSE
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var/tagcolor = LASERTAG_TEAM_NEUTRAL
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/obj/item/firing_pin/tag/auth_fail(mob/living/user)
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. = ..()
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to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
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/obj/item/firing_pin/tag/red
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name = "red laser tag firing pin"
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icon_state = "firing_pin_red"
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tagcolor = LASERTAG_TEAM_RED
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/obj/item/firing_pin/tag/blue
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name = "blue laser tag firing pin"
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icon_state = "firing_pin_blue"
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tagcolor = LASERTAG_TEAM_BLUE
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/obj/item/firing_pin/monkey
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name = "monkeylock firing pin"
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desc = "This firing pin prevents non-monkeys from firing a gun."
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fail_message = "not a monkey!"
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/obj/item/firing_pin/monkey/pin_auth(mob/living/user)
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if(!is_simian(user))
|
|
playsound(src, SFX_SCREECH, 75, TRUE)
|
|
return FALSE
|
|
return TRUE
|