Files
Bubberstation/code/modules/projectiles/ammunition/special/syringe.dm
SkyratBot 58f82b5161 [MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits

* we dont need to add these people as codeowners, goodness gracious

* have to remove this because upstream

* part 1 of these fixes

* EEEE

* Update peacekeeper_clothing.dm

* E

* E

* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"

* E

* Update expeditionary_trooper.dm

* more removal

* nice

* modsuti modstui modusuti

* fixes

* E

* ITS MODsuit not HARDSUIT

* more hardsuit references

* MODSUIT NOT HARSUITEDSA

* Maps

* More ,map

* oop

* e

* oo aa

* 0

* ting tang

* Update modsuit_tailsprites.dm

* hi fikou

* bs tech update

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-25 13:32:49 +00:00

72 lines
2.6 KiB
Plaintext

/obj/item/ammo_casing/syringegun
name = "syringe gun spring"
desc = "A high-power spring that throws syringes."
slot_flags = null
projectile_type = /obj/projectile/bullet/dart/syringe
firing_effect_type = null
/obj/item/ammo_casing/syringegun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!loaded_projectile)
return
if(istype(loc, /obj/item/gun/syringe))
var/obj/item/gun/syringe/SG = loc
if(!SG.syringes.len)
return
var/obj/item/reagent_containers/syringe/S = SG.syringes[1]
S.reagents.trans_to(loaded_projectile, S.reagents.total_volume, transfered_by = user)
loaded_projectile.name = S.name
var/obj/projectile/bullet/dart/D = loaded_projectile
D.inject_flags = S.inject_flags
SG.syringes.Remove(S)
qdel(S)
else if(istype(loc, /obj/item/mecha_parts/mecha_equipment/medical/syringe_gun))
var/obj/item/mecha_parts/mecha_equipment/medical/syringe_gun/syringe_gun = loc
var/obj/item/reagent_containers/syringe/loaded_syringe = syringe_gun.syringes[1]
var/obj/projectile/bullet/dart/shot_dart = loaded_projectile
syringe_gun.reagents.trans_to(shot_dart, min(loaded_syringe.volume, syringe_gun.reagents.total_volume), transfered_by = user)
shot_dart.name = loaded_syringe.name
shot_dart.inject_flags = loaded_syringe.inject_flags
LAZYREMOVE(syringe_gun.syringes, loaded_syringe)
qdel(loaded_syringe)
return ..()
/obj/item/ammo_casing/chemgun
name = "dart synthesiser"
desc = "A high-power spring, linked to an energy-based piercing dart synthesiser."
projectile_type = /obj/projectile/bullet/dart/piercing
firing_effect_type = null
/obj/item/ammo_casing/chemgun/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!loaded_projectile)
return
if(istype(loc, /obj/item/gun/chem))
var/obj/item/gun/chem/CG = loc
if(CG.syringes_left <= 0)
return
CG.reagents.trans_to(loaded_projectile, 15, transfered_by = user)
loaded_projectile.name = "piercing chemical dart"
CG.syringes_left--
return ..()
/obj/item/ammo_casing/dnainjector
name = "rigged syringe gun spring"
desc = "A high-power spring that throws DNA injectors."
projectile_type = /obj/projectile/bullet/dnainjector
firing_effect_type = null
/obj/item/ammo_casing/dnainjector/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
if(!loaded_projectile)
return
if(istype(loc, /obj/item/gun/syringe/dna))
var/obj/item/gun/syringe/dna/SG = loc
if(!SG.syringes.len)
return
var/obj/item/dnainjector/S = popleft(SG.syringes)
var/obj/projectile/bullet/dnainjector/D = loaded_projectile
S.forceMove(D)
D.injector = S
return ..()