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* Makes the syndicate syringe gun start with a syringe loaded. (#53656) * Makes the syndicate syringe gun start with a syringe loaded. Co-authored-by: Mike Long <lordpidey@users.noreply.github.com>
140 lines
4.4 KiB
Plaintext
140 lines
4.4 KiB
Plaintext
/obj/item/gun/syringe
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name = "syringe gun"
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desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
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icon_state = "syringegun"
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inhand_icon_state = "syringegun"
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 7
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force = 4
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custom_materials = list(/datum/material/iron=2000)
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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var/load_sound = 'sound/weapons/gun/shotgun/insert_shell.ogg'
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var/list/syringes = list()
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var/max_syringes = 1 ///The number of syringes it can store.
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var/has_syringe_overlay = TRUE ///If it has an overlay for inserted syringes. If true, the overlay is determined by the number of syringes inserted into it.
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/obj/item/gun/syringe/Initialize()
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. = ..()
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chambered = new /obj/item/ammo_casing/syringegun(src)
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recharge_newshot()
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/obj/item/gun/syringe/handle_atom_del(atom/A)
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. = ..()
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if(A in syringes)
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syringes.Remove(A)
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/obj/item/gun/syringe/recharge_newshot()
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if(!syringes.len)
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return
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chambered.newshot()
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/obj/item/gun/syringe/can_shoot()
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return syringes.len
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/obj/item/gun/syringe/process_chamber()
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if(chambered && !chambered.BB) //we just fired
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recharge_newshot()
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update_icon()
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/obj/item/gun/syringe/examine(mob/user)
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. = ..()
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. += "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
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/obj/item/gun/syringe/attack_self(mob/living/user)
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if(!syringes.len)
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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return FALSE
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var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
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if(!S)
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return FALSE
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user.put_in_hands(S)
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syringes.Remove(S)
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to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
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update_icon()
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return TRUE
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/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
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if(istype(A, /obj/item/reagent_containers/syringe))
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if(syringes.len < max_syringes)
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if(!user.transferItemToLoc(A, src))
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return FALSE
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to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
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syringes += A
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recharge_newshot()
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update_icon()
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playsound(loc, load_sound, 40)
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return TRUE
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else
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to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
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return FALSE
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/obj/item/gun/syringe/update_overlays()
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. = ..()
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if(!has_syringe_overlay)
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return
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var/syringe_count = syringes.len
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. += "[initial(icon_state)]_[syringe_count ? clamp(syringe_count, 1, initial(max_syringes)) : "empty"]"
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/obj/item/gun/syringe/rapidsyringe
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name = "rapid syringe gun"
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desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
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icon_state = "rapidsyringegun"
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max_syringes = 6
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/obj/item/gun/syringe/syndicate
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name = "dart pistol"
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desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
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icon_state = "syringe_pistol"
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inhand_icon_state = "gun" //Smaller inhand
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w_class = WEIGHT_CLASS_SMALL
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force = 2 //Also very weak because it's smaller
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suppressed = TRUE //Softer fire sound
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can_unsuppress = FALSE //Permanently silenced
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syringes = list(new /obj/item/reagent_containers/syringe())
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/obj/item/gun/syringe/dna
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name = "modified syringe gun"
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desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
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/obj/item/gun/syringe/dna/Initialize()
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. = ..()
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chambered = new /obj/item/ammo_casing/dnainjector(src)
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/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
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if(istype(A, /obj/item/dnainjector))
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var/obj/item/dnainjector/D = A
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if(D.used)
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to_chat(user, "<span class='warning'>This injector is used up!</span>")
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return
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if(syringes.len < max_syringes)
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if(!user.transferItemToLoc(D, src))
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return FALSE
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to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
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syringes += D
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recharge_newshot()
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return TRUE
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else
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to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
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return FALSE
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/obj/item/gun/syringe/blowgun
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name = "blowgun"
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desc = "Fire syringes at a short distance."
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icon_state = "blowgun"
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inhand_icon_state = "blowgun"
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has_syringe_overlay = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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/obj/item/gun/syringe/blowgun/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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visible_message("<span class='danger'>[user] starts aiming with a blowgun!</span>")
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if(do_after(user, 25, target = src))
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user.adjustStaminaLoss(20)
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user.adjustOxyLoss(20)
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return ..()
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