mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-12 03:02:54 +00:00
Much nicer syringe gun implementation
Makes syringe guns a type of launcher gun, and removes the hack projectile. Also moves syringe and dart gun source files into the modules/projectile folder.
This commit is contained in:
@@ -1,6 +1,6 @@
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//Vox pinning weapon.
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/obj/item/weapon/gun/launcher/spikethrower
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name = "Vox spike thrower"
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name = "vox spike thrower"
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desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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var/last_regen = 0
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@@ -49,7 +49,7 @@
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projectile_type = /obj/item/projectile/energy/dart
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/obj/item/weapon/gun/energy/crossbow/largecrossbow
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name = "Energy Crossbow"
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name = "energy crossbow"
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desc = "A weapon favored by mercenary infiltration teams."
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w_class = 4
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force = 10
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@@ -22,14 +22,10 @@
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/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
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return 0
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/obj/item/weapon/gun/launcher/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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if(!istype(projectile, /obj/item)) return 0
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var/obj/item/I = projectile
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update_release_force(I)
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I.loc = get_turf(user)
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I.throw_at(target, throw_distance, release_force, user)
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/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
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update_release_force(projectile)
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projectile.loc = get_turf(user)
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projectile.throw_at(target, throw_distance, release_force, user)
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return 1
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/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
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@@ -62,7 +62,7 @@
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icon_state = "pneumatic-tank"
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item_state = "pneumatic-tank"
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user.update_icons()
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else if(W.w_class <= max_w_class)
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else if(istype(W) && W.w_class <= max_w_class)
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var/total_stored = 0
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for(var/obj/item/O in src.contents)
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total_stored += O.w_class
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135
code/modules/projectiles/guns/launcher/syringe_gun.dm
Normal file
135
code/modules/projectiles/guns/launcher/syringe_gun.dm
Normal file
@@ -0,0 +1,135 @@
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/obj/item/weapon/syringe_cartridge
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name = "compressed gas cartridge"
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desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "syringe-cartridge"
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var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 3
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force = 3
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w_class = 1
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var/obj/item/weapon/reagent_containers/syringe/syringe
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var/primed = 0
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/obj/item/weapon/syringe_cartridge/update_icon()
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underlays.Cut()
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if(syringe)
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underlays += image(syringe.icon, src, syringe.icon_state)
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underlays += syringe.filling
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/obj/item/weapon/syringe_cartridge/attackby(obj/item/I, mob/user)
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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syringe = I
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user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
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user.remove_from_mob(syringe)
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syringe.loc = src
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sharp = 1
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update_icon()
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/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
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if(syringe)
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user << "<span class='notice'>You remove [syringe] from [src].</span>"
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user.put_in_hands(syringe)
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syringe = null
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sharp = initial(sharp)
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update_icon()
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/obj/item/weapon/syringe_cartridge/proc/prime()
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//the icon state will revert back when update_icon() is called from throw_impact()
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icon_state = icon_flight
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underlays.Cut()
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primed = 1
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/obj/item/weapon/syringe_cartridge/throw_impact(atom/hit_atom, var/speed)
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..() //handles embedding for us. Should have a decent chance if thrown fast enough
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if(syringe)
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//check speed to see if we hit hard enough to trigger the rapid injection
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//incidentally, this means syringe_cartridges can be used with the pneumatic launcher
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if(speed >= 10 && primed && isliving(hit_atom))
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var/mob/living/L = hit_atom
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//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
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if(L.can_inject())
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if(syringe.reagents)
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syringe.reagents.trans_to(L, 15)
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syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
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syringe.update_icon()
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icon_state = initial(icon_state) //reset icon state
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update_icon()
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/obj/item/weapon/gun/launcher/syringe
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name = "syringe gun"
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desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
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icon = 'icons/obj/gun.dmi'
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icon_state = "syringegun"
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item_state = "syringegun"
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w_class = 3
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force = 7
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matter = list("metal" = 2000)
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slot_flags = SLOT_BELT
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic thunk"
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recoil = 0
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release_force = 10
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throw_distance = 10
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var/list/darts = list()
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var/max_darts = 1
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var/obj/item/weapon/syringe_cartridge/next
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/obj/item/weapon/gun/launcher/syringe/consume_next_projectile()
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if(next)
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next.prime()
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return next
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return null
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/obj/item/weapon/gun/launcher/syringe/handle_post_fire()
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..()
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darts -= next
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next = null
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/obj/item/weapon/gun/launcher/syringe/attack_self(mob/living/user as mob)
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if(next)
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user.visible_message("[user] unlatches and carefully relax the bolt on [src].", "<span class='notice'>You unlatch and carefully relax the bolt on [src], unloading the spring.</span>")
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next = null
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else if(darts.len)
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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user.visible_message("[user] draws back the bolt on [src], clicking it into place.", "<span class='warning'>You draw back the bolt on the [src], loading the spring!</span>")
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next = darts[1]
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/obj/item/weapon/gun/launcher/syringe/attack_hand(mob/living/user as mob)
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if(src in user)
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if(!darts.len)
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user << "<span class='warning'>[src] is empty.</span>"
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return
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if(next)
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user << "<span class='warning'>The cover on [src] is locked shut.</span>"
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return
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var/obj/item/weapon/syringe_cartridge/C = darts[1]
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darts -= C
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user.put_in_hands(C)
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user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
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else
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..()
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/obj/item/weapon/gun/launcher/syringe/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/weapon/syringe_cartridge))
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var/obj/item/weapon/syringe_cartridge/C = A
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if(darts.len >= max_darts)
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user << "<span class='warning'>[src] is full!</span>"
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return
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user.remove_from_mob(C)
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C.loc = src
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darts += C //add to the end
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
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else
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..()
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/obj/item/weapon/gun/launcher/syringe/rapid
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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 four syringes. The spring still needs to be drawn between shots."
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icon_state = "rapidsyringegun"
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max_darts = 4
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@@ -78,12 +78,12 @@
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switch(AM.mag_type)
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if(MAGAZINE)
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if(ammo_magazine)
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user << "<span class='warning'>[src] already has a magazine loaded!</span>" //already a magazine here
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user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
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return
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user.remove_from_mob(AM)
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AM.loc = src
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ammo_magazine = AM
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user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src]!</span>")
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user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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if(SPEEDLOADER)
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if(loaded.len >= max_shells)
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@@ -99,7 +99,7 @@
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AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
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count++
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if(count)
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src]!</span>")
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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AM.update_icon()
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else if(istype(A, /obj/item/ammo_casing))
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@@ -107,13 +107,13 @@
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if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
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return //incompatible
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if(loaded.len >= max_shells)
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user << "<span class='warning'>[src] is full!</span>"
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user << "<span class='warning'>[src] is full.</span>"
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return
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user.remove_from_mob(C)
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C.loc = src
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loaded.Insert(1, C) //add to the head of the list
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src]!</span>")
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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update_icon()
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@@ -123,7 +123,7 @@
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/obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
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if(ammo_magazine)
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user.put_in_hands(ammo_magazine)
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user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src]!</span>")
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user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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ammo_magazine.update_icon()
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ammo_magazine = null
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@@ -138,14 +138,14 @@
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count++
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loaded.Cut()
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if(count)
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user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src]!</span>")
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user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src].</span>")
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else if(load_method & SINGLE_CASING)
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var/obj/item/ammo_casing/C = loaded[loaded.len]
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loaded.len--
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user.put_in_hands(C)
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user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src]!</span>")
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user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
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else
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user << "<span class='warning'>[src] is empty!</span>"
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user << "<span class='warning'>[src] is empty.</span>"
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update_icon()
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/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
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197
code/modules/projectiles/guns/projectile/dartgun.dm
Normal file
197
code/modules/projectiles/guns/projectile/dartgun.dm
Normal file
@@ -0,0 +1,197 @@
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/obj/item/projectile/bullet/chemdart
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name = "dart"
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icon_state = "cbbolt"
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damage = 3
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sharp = 1
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embed = 1
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var/reagent_amount = 15
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kill_count = 10 //short range
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/obj/item/projectile/bullet/chemdart/New()
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reagents = new/datum/reagents(reagent_amount)
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reagents.my_atom = src
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/obj/item/projectile/bullet/chemdart/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
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if(blocked < 2 && isliving(target))
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var/mob/living/L = target
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if(L.can_inject(target_zone=def_zone))
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reagents.trans_to(L, reagent_amount)
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/obj/item/ammo_casing/chemdart
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name = "chemical dart"
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desc = "A small hollow dart."
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icon_state = "dart"
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caliber = "dart"
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projectile_type = /obj/item/projectile/bullet/chemdart
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/obj/item/ammo_magazine/chemdart
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name = "dart cartridge"
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desc = "A rack of hollow darts."
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icon_state = "darts"
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item_state = "rcdammo"
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origin_tech = "materials=2"
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mag_type = MAGAZINE
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caliber = "dart"
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max_ammo = 5
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multiple_sprites = 1
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/obj/item/weapon/gun/projectile/dartgun
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name = "dart gun"
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desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
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icon_state = "dartgun-empty"
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caliber = "dart"
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fire_sound = 'sound/weapons/empty.ogg'
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fire_sound_text = "a metallic click"
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recoil = 0
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silenced = 1
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/chemdart
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auto_eject = 0
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var/list/beakers = list() //All containers inside the gun.
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var/list/mixing = list() //Containers being used for mixing.
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var/max_beakers = 3
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var/dart_reagent_amount = 15
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var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
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var/list/starting_chems = null
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/obj/item/weapon/gun/projectile/dartgun/dartgun/New()
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..()
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if(starting_chems)
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for(var/chem in starting_chems)
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var/obj/B = new container_type(src)
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B.reagents.add_reagent(chem, 60)
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beakers += B
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update_icon()
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/obj/item/weapon/gun/projectile/dartgun/update_icon()
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if(!ammo_magazine)
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icon_state = "dartgun-empty"
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return 1
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if(!ammo_magazine.stored_ammo || ammo_magazine.stored_ammo.len)
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icon_state = "dartgun-0"
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else if(ammo_magazine.stored_ammo.len > 5)
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icon_state = "dartgun-5"
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else
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icon_state = "dartgun-[ammo_magazine.stored_ammo.len]"
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return 1
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/obj/item/weapon/gun/projectile/dartgun/consume_next_projectile()
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. = ..()
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var/obj/item/projectile/bullet/chemdart/dart = .
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if(istype(dart))
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fill_dart(dart)
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/obj/item/weapon/gun/projectile/dartgun/examine(mob/user)
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//update_icon()
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//if (!..(user, 2))
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// return
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..()
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if (beakers.len)
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user << "\blue [src] contains:"
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for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
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if(B.reagents && B.reagents.reagent_list.len)
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for(var/datum/reagent/R in B.reagents.reagent_list)
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user << "\blue [R.volume] units of [R.name]"
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/obj/item/weapon/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/reagent_containers/glass))
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if(!istype(I, container_type))
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user << "\blue [I] doesn't seem to fit into [src]."
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return
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if(beakers.len >= max_beakers)
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user << "\blue [src] already has [max_beakers] beakers in it - another one isn't going to fit!"
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return
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var/obj/item/weapon/reagent_containers/glass/beaker/B = I
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user.drop_item()
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B.loc = src
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beakers += B
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user << "\blue You slot [B] into [src]."
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src.updateUsrDialog()
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..()
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//fills the given dart with reagents
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/obj/item/weapon/gun/projectile/dartgun/proc/fill_dart(var/obj/item/projectile/bullet/chemdart/dart)
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if(mixing.len)
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var/mix_amount = dart.reagent_amount/mixing.len
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for(var/obj/item/weapon/reagent_containers/glass/beaker/B in mixing)
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B.reagents.trans_to(dart, mix_amount)
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/obj/item/weapon/gun/projectile/dartgun/attack_self(mob/user)
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user.set_machine(src)
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var/dat = "<b>[src] mixing control:</b><br><br>"
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if (beakers.len)
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var/i = 1
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for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
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dat += "Beaker [i] contains: "
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if(B.reagents && B.reagents.reagent_list.len)
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for(var/datum/reagent/R in B.reagents.reagent_list)
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dat += "<br> [R.volume] units of [R.name], "
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if (check_beaker_mixing(B))
|
||||
dat += text("<A href='?src=\ref[src];stop_mix=[i]'><font color='green'>Mixing</font></A> ")
|
||||
else
|
||||
dat += text("<A href='?src=\ref[src];mix=[i]'><font color='red'>Not mixing</font></A> ")
|
||||
else
|
||||
dat += "nothing."
|
||||
dat += " \[<A href='?src=\ref[src];eject=[i]'>Eject</A>\]<br>"
|
||||
i++
|
||||
else
|
||||
dat += "There are no beakers inserted!<br><br>"
|
||||
|
||||
if(ammo_magazine)
|
||||
if(ammo_magazine.stored_ammo && ammo_magazine.stored_ammo.len)
|
||||
dat += "The dart cartridge has [ammo_magazine.stored_ammo.len] shots remaining."
|
||||
else
|
||||
dat += "<font color='red'>The dart cartridge is empty!</font>"
|
||||
dat += " \[<A href='?src=\ref[src];eject_cart=1'>Eject</A>\]"
|
||||
|
||||
user << browse(dat, "window=dartgun")
|
||||
onclose(user, "dartgun", src)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/proc/check_beaker_mixing(var/obj/item/B)
|
||||
if(!mixing || !beakers)
|
||||
return 0
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == B)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/Topic(href, href_list)
|
||||
src.add_fingerprint(usr)
|
||||
if(href_list["stop_mix"])
|
||||
var/index = text2num(href_list["stop_mix"])
|
||||
if(index <= beakers.len)
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == beakers[index])
|
||||
mixing -= M
|
||||
break
|
||||
else if (href_list["mix"])
|
||||
var/index = text2num(href_list["mix"])
|
||||
if(index <= beakers.len)
|
||||
mixing += beakers[index]
|
||||
else if (href_list["eject"])
|
||||
var/index = text2num(href_list["eject"])
|
||||
if(index <= beakers.len)
|
||||
if(beakers[index])
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = beakers[index]
|
||||
usr << "You remove [B] from [src]."
|
||||
mixing -= B
|
||||
beakers -= B
|
||||
B.loc = get_turf(src)
|
||||
else if (href_list["eject_cart"])
|
||||
unload_ammo(usr)
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox
|
||||
name = "alien dart gun"
|
||||
desc = "A small gas-powered dartgun, fitted for nonhuman hands."
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/medical
|
||||
starting_chems = list("kelotane","bicaridine","anti_toxin")
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/raider
|
||||
starting_chems = list("space_drugs","stoxin","impedrezene")
|
||||
Reference in New Issue
Block a user