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:
mwerezak
2015-02-13 21:21:43 -05:00
parent 0d89717cf2
commit f8977c65af
17 changed files with 185 additions and 182 deletions

View File

@@ -1331,7 +1331,9 @@
#include "code\modules\projectiles\guns\launcher\crossbow.dm" #include "code\modules\projectiles\guns\launcher\crossbow.dm"
#include "code\modules\projectiles\guns\launcher\pneumatic.dm" #include "code\modules\projectiles\guns\launcher\pneumatic.dm"
#include "code\modules\projectiles\guns\launcher\rocket.dm" #include "code\modules\projectiles\guns\launcher\rocket.dm"
#include "code\modules\projectiles\guns\launcher\syringe_gun.dm"
#include "code\modules\projectiles\guns\projectile\automatic.dm" #include "code\modules\projectiles\guns\projectile\automatic.dm"
#include "code\modules\projectiles\guns\projectile\dartgun.dm"
#include "code\modules\projectiles\guns\projectile\pistol.dm" #include "code\modules\projectiles\guns\projectile\pistol.dm"
#include "code\modules\projectiles\guns\projectile\revolver.dm" #include "code\modules\projectiles\guns\projectile\revolver.dm"
#include "code\modules\projectiles\guns\projectile\shotgun.dm" #include "code\modules\projectiles\guns\projectile\shotgun.dm"
@@ -1351,11 +1353,9 @@
#include "code\modules\reagents\Chemistry-Reagents-Antidepressants.dm" #include "code\modules\reagents\Chemistry-Reagents-Antidepressants.dm"
#include "code\modules\reagents\Chemistry-Reagents.dm" #include "code\modules\reagents\Chemistry-Reagents.dm"
#include "code\modules\reagents\Chemistry-Recipes.dm" #include "code\modules\reagents\Chemistry-Recipes.dm"
#include "code\modules\reagents\dartgun.dm"
#include "code\modules\reagents\grenade_launcher.dm" #include "code\modules\reagents\grenade_launcher.dm"
#include "code\modules\reagents\reagent_containers.dm" #include "code\modules\reagents\reagent_containers.dm"
#include "code\modules\reagents\reagent_dispenser.dm" #include "code\modules\reagents\reagent_dispenser.dm"
#include "code\modules\reagents\syringe_gun.dm"
#include "code\modules\reagents\reagent_containers\blood_pack.dm" #include "code\modules\reagents\reagent_containers\blood_pack.dm"
#include "code\modules\reagents\reagent_containers\borghydro.dm" #include "code\modules\reagents\reagent_containers\borghydro.dm"
#include "code\modules\reagents\reagent_containers\dropper.dm" #include "code\modules\reagents\reagent_containers\dropper.dm"

View File

@@ -67,7 +67,7 @@
icon_state = "bike_horn" icon_state = "bike_horn"
item_state = "bike_horn" item_state = "bike_horn"
throwforce = 3 throwforce = 3
w_class = 1.0 w_class = 2
throw_speed = 3 throw_speed = 3
throw_range = 15 throw_range = 15
attack_verb = list("HONKED") attack_verb = list("HONKED")

View File

@@ -99,13 +99,13 @@
New() New()
..() ..()
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
new /obj/item/ammo_casing/gas_cartridge( src ) new /obj/item/weapon/syringe_cartridge( src )
/obj/item/weapon/storage/box/beakers /obj/item/weapon/storage/box/beakers

View File

@@ -304,10 +304,7 @@ emp_act
throw_mode_off() throw_mode_off()
return return
var/dtype = BRUTE var/dtype = O.damtype
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR) var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
var/zone var/zone
@@ -370,17 +367,21 @@ emp_act
affecting.embed(I) affecting.embed(I)
// Begin BS12 momentum-transfer code. // Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED) var/mass = 1.5
var/obj/item/weapon/W = O if(istype(O, /obj/item))
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR var/obj/item/I = O
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
var/momentum = speed*mass
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
var/dir = get_dir(O.throw_source, src) var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!") visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum) src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return if(!O || !src) return
if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning. if(O.loc == src && O.sharp) //Projectile is embedded and suitable for pinning.
var/turf/T = near_wall(dir,2) var/turf/T = near_wall(dir,2)
if(T) if(T)

View File

@@ -103,10 +103,7 @@
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve /mob/living/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve
if(istype(AM,/obj/)) if(istype(AM,/obj/))
var/obj/O = AM var/obj/O = AM
var/dtype = BRUTE var/dtype = O.damtype
if(istype(O,/obj/item/weapon))
var/obj/item/weapon/W = O
dtype = W.damtype
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR) var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
var/miss_chance = 15 var/miss_chance = 15
@@ -136,17 +133,21 @@
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)") msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
// Begin BS12 momentum-transfer code. // Begin BS12 momentum-transfer code.
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED) var/mass = 1.5
var/obj/item/weapon/W = O if(istype(O, /obj/item))
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR var/obj/item/I = O
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
var/momentum = speed*mass
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
var/dir = get_dir(O.throw_source, src) var/dir = get_dir(O.throw_source, src)
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!") visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
src.throw_at(get_edge_target_turf(src,dir),1,momentum) src.throw_at(get_edge_target_turf(src,dir),1,momentum)
if(!W || !src) return if(!O || !src) return
if(W.sharp) //Projectile is suitable for pinning. if(O.sharp) //Projectile is suitable for pinning.
//Handles embedding for non-humans and simple_animals. //Handles embedding for non-humans and simple_animals.
embed(O) embed(O)

View File

@@ -1,6 +1,6 @@
//Vox pinning weapon. //Vox pinning weapon.
/obj/item/weapon/gun/launcher/spikethrower /obj/item/weapon/gun/launcher/spikethrower
name = "Vox spike thrower" name = "vox spike thrower"
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive." desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
var/last_regen = 0 var/last_regen = 0

View File

@@ -49,7 +49,7 @@
projectile_type = /obj/item/projectile/energy/dart projectile_type = /obj/item/projectile/energy/dart
/obj/item/weapon/gun/energy/crossbow/largecrossbow /obj/item/weapon/gun/energy/crossbow/largecrossbow
name = "Energy Crossbow" name = "energy crossbow"
desc = "A weapon favored by mercenary infiltration teams." desc = "A weapon favored by mercenary infiltration teams."
w_class = 4 w_class = 4
force = 10 force = 10

View File

@@ -22,14 +22,10 @@
/obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile) /obj/item/weapon/gun/launcher/proc/update_release_force(obj/item/projectile)
return 0 return 0
/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) /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)
if(!istype(projectile, /obj/item)) return 0 update_release_force(projectile)
projectile.loc = get_turf(user)
var/obj/item/I = projectile projectile.throw_at(target, throw_distance, release_force, user)
update_release_force(I)
I.loc = get_turf(user)
I.throw_at(target, throw_distance, release_force, user)
return 1 return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob) /obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)

View File

@@ -62,7 +62,7 @@
icon_state = "pneumatic-tank" icon_state = "pneumatic-tank"
item_state = "pneumatic-tank" item_state = "pneumatic-tank"
user.update_icons() user.update_icons()
else if(W.w_class <= max_w_class) else if(istype(W) && W.w_class <= max_w_class)
var/total_stored = 0 var/total_stored = 0
for(var/obj/item/O in src.contents) for(var/obj/item/O in src.contents)
total_stored += O.w_class total_stored += O.w_class

View File

@@ -0,0 +1,135 @@
/obj/item/weapon/syringe_cartridge
name = "compressed gas cartridge"
desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection."
icon = 'icons/obj/ammo.dmi'
icon_state = "syringe-cartridge"
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
flags = CONDUCT
slot_flags = SLOT_BELT
throwforce = 3
force = 3
w_class = 1
var/obj/item/weapon/reagent_containers/syringe/syringe
var/primed = 0
/obj/item/weapon/syringe_cartridge/update_icon()
underlays.Cut()
if(syringe)
underlays += image(syringe.icon, src, syringe.icon_state)
underlays += syringe.filling
/obj/item/weapon/syringe_cartridge/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
syringe = I
user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
user.remove_from_mob(syringe)
syringe.loc = src
sharp = 1
update_icon()
/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
if(syringe)
user << "<span class='notice'>You remove [syringe] from [src].</span>"
user.put_in_hands(syringe)
syringe = null
sharp = initial(sharp)
update_icon()
/obj/item/weapon/syringe_cartridge/proc/prime()
//the icon state will revert back when update_icon() is called from throw_impact()
icon_state = icon_flight
underlays.Cut()
primed = 1
/obj/item/weapon/syringe_cartridge/throw_impact(atom/hit_atom, var/speed)
..() //handles embedding for us. Should have a decent chance if thrown fast enough
if(syringe)
//check speed to see if we hit hard enough to trigger the rapid injection
//incidentally, this means syringe_cartridges can be used with the pneumatic launcher
if(speed >= 10 && primed && isliving(hit_atom))
var/mob/living/L = hit_atom
//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
if(L.can_inject())
if(syringe.reagents)
syringe.reagents.trans_to(L, 15)
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
syringe.update_icon()
icon_state = initial(icon_state) //reset icon state
update_icon()
/obj/item/weapon/gun/launcher/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
icon = 'icons/obj/gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
slot_flags = SLOT_BELT
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
release_force = 10
throw_distance = 10
var/list/darts = list()
var/max_darts = 1
var/obj/item/weapon/syringe_cartridge/next
/obj/item/weapon/gun/launcher/syringe/consume_next_projectile()
if(next)
next.prime()
return next
return null
/obj/item/weapon/gun/launcher/syringe/handle_post_fire()
..()
darts -= next
next = null
/obj/item/weapon/gun/launcher/syringe/attack_self(mob/living/user as mob)
if(next)
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>")
next = null
else if(darts.len)
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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>")
next = darts[1]
/obj/item/weapon/gun/launcher/syringe/attack_hand(mob/living/user as mob)
if(src in user)
if(!darts.len)
user << "<span class='warning'>[src] is empty.</span>"
return
if(next)
user << "<span class='warning'>The cover on [src] is locked shut.</span>"
return
var/obj/item/weapon/syringe_cartridge/C = darts[1]
darts -= C
user.put_in_hands(C)
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
else
..()
/obj/item/weapon/gun/launcher/syringe/attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/weapon/syringe_cartridge))
var/obj/item/weapon/syringe_cartridge/C = A
if(darts.len >= max_darts)
user << "<span class='warning'>[src] is full!</span>"
return
user.remove_from_mob(C)
C.loc = src
darts += C //add to the end
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
else
..()
/obj/item/weapon/gun/launcher/syringe/rapid
name = "rapid syringe gun"
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."
icon_state = "rapidsyringegun"
max_darts = 4

View File

@@ -78,12 +78,12 @@
switch(AM.mag_type) switch(AM.mag_type)
if(MAGAZINE) if(MAGAZINE)
if(ammo_magazine) if(ammo_magazine)
user << "<span class='warning'>[src] already has a magazine loaded!</span>" //already a magazine here user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
return return
user.remove_from_mob(AM) user.remove_from_mob(AM)
AM.loc = src AM.loc = src
ammo_magazine = AM ammo_magazine = AM
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src]!</span>") user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1) playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
if(SPEEDLOADER) if(SPEEDLOADER)
if(loaded.len >= max_shells) if(loaded.len >= max_shells)
@@ -99,7 +99,7 @@
AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way... AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
count++ count++
if(count) if(count)
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src]!</span>") user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1) playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
AM.update_icon() AM.update_icon()
else if(istype(A, /obj/item/ammo_casing)) else if(istype(A, /obj/item/ammo_casing))
@@ -107,13 +107,13 @@
if(!(load_method & SINGLE_CASING) || caliber != C.caliber) if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
return //incompatible return //incompatible
if(loaded.len >= max_shells) if(loaded.len >= max_shells)
user << "<span class='warning'>[src] is full!</span>" user << "<span class='warning'>[src] is full.</span>"
return return
user.remove_from_mob(C) user.remove_from_mob(C)
C.loc = src C.loc = src
loaded.Insert(1, C) //add to the head of the list loaded.Insert(1, C) //add to the head of the list
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src]!</span>") user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1) playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
update_icon() update_icon()
@@ -123,7 +123,7 @@
/obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1) /obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
if(ammo_magazine) if(ammo_magazine)
user.put_in_hands(ammo_magazine) user.put_in_hands(ammo_magazine)
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src]!</span>") user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1) playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
ammo_magazine.update_icon() ammo_magazine.update_icon()
ammo_magazine = null ammo_magazine = null
@@ -138,14 +138,14 @@
count++ count++
loaded.Cut() loaded.Cut()
if(count) if(count)
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src]!</span>") user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src].</span>")
else if(load_method & SINGLE_CASING) else if(load_method & SINGLE_CASING)
var/obj/item/ammo_casing/C = loaded[loaded.len] var/obj/item/ammo_casing/C = loaded[loaded.len]
loaded.len-- loaded.len--
user.put_in_hands(C) user.put_in_hands(C)
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src]!</span>") user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
else else
user << "<span class='warning'>[src] is empty!</span>" user << "<span class='warning'>[src] is empty.</span>"
update_icon() update_icon()
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob) /obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)

View File

@@ -1,130 +0,0 @@
/obj/item/ammo_casing/gas_cartridge
name = "compressed gas cartridge"
desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection. It's not very useful until primed though." //i.e. only works when shot out of a syringe gun.
icon_state = "syringe-cartridge"
caliber = "syringe"
projectile_type = /obj/item/projectile/bullet/syringe
w_class = 2 //mainly so that they can be yanked out
var/obj/item/weapon/reagent_containers/syringe/syringe
/obj/item/ammo_casing/gas_cartridge/update_icon()
underlays.Cut()
if(syringe)
underlays += image(syringe.icon, src, syringe.icon_state)
underlays += syringe.filling
/obj/item/ammo_casing/gas_cartridge/attackby(obj/item/I, mob/user)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
syringe = I
user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
user.remove_from_mob(syringe)
syringe.loc = src
var/obj/item/projectile/bullet/syringe/S = BB
if(istype(S))
S.damage = 1
S.sharp = 1
update_icon()
/obj/item/ammo_casing/gas_cartridge/attack_self(mob/user)
if(syringe)
user << "<span class='notice'>You remove [syringe] from [src].</span>"
user.put_in_hands(syringe)
syringe = null
var/obj/item/projectile/bullet/syringe/S = BB
if(istype(S))
S.damage = initial(S.damage)
S.sharp = initial(S.sharp)
update_icon()
//This was kind of rushed, there may very well be a simpler way to implement this.
//Sort of hacky, though nearly not as bad as the previous implementation:
//Basically the syringe gun is supposed to launch the entire syringe+cartrige assemby, but hitby() isn't powerfull enough to do what we need.
//Instead, we fire a projectile that transfers the reagents, and teleport the cartridge once we impact something.
/obj/item/projectile/bullet/syringe
name = "syringe dart"
icon_state = "cbbolt"
damage = 3
check_armour = "bullet"
sharp = 0
embed = 0 //we handle this ourselves
var/obj/item/ammo_casing/gas_cartridge/cartridge
var/embedded = 0
kill_count = 10 //short range
/obj/item/projectile/bullet/syringe/New(newloc)
..()
//ensure that cartridge is always set
cartridge = newloc
if(!istype(cartridge))
del(src)
/obj/item/projectile/bullet/syringe/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
//..() //not really necessary
if(blocked < 2 && cartridge.syringe && isliving(target))
var/mob/living/L = target
//inject
if(L.can_inject(target_zone=def_zone))
if(cartridge.syringe.reagents)
cartridge.syringe.reagents.trans_to(L, 15)
cartridge.syringe.update_icon()
cartridge.update_icon()
//embed
L.embed(cartridge, def_zone)
embedded = 1
/obj/item/projectile/bullet/syringe/on_impact(atom/A)
if(!embedded)
cartridge.loc = src.loc
if(cartridge.syringe)
cartridge.syringe.break_syringe(iscarbon(A)? A : null)
cartridge.update_icon()
/obj/item/weapon/gun/projectile/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
icon = 'icons/obj/gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
force = 7
matter = list("metal" = 2000)
slot_flags = SLOT_BELT
caliber = "syringe"
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
handle_casings = HOLD_CASINGS
load_method = SINGLE_CASING
max_shells = 1
var/drawn = 0
/obj/item/weapon/gun/projectile/syringe/consume_next_projectile()
if(chambered)
return chambered.BB
return null
/obj/item/weapon/gun/projectile/syringe/attack_self(mob/living/user as mob)
if(!chambered && loaded.len)
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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>")
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
chambered = AC
max_shells -= 1 //to prevent people from storing an extra syringe
update_icon()
/obj/item/weapon/gun/projectile/syringe/handle_post_fire()
..()
chambered = null
max_shells = initial(max_shells)
/obj/item/weapon/gun/projectile/syringe/rapid
name = "rapid syringe gun"
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."
icon_state = "rapidsyringegun"
max_shells = 4

View File

@@ -1312,7 +1312,7 @@ datum/design/item/weapon/rapidsyringe
id = "rapidsyringe" id = "rapidsyringe"
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2) req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
materials = list("$metal" = 5000, "$glass" = 1000) materials = list("$metal" = 5000, "$glass" = 1000)
build_path = /obj/item/weapon/gun/projectile/syringe/rapid build_path = /obj/item/weapon/gun/launcher/syringe/rapid
/* /*
datum/design/item/weapon/largecrossbow datum/design/item/weapon/largecrossbow
name = "Energy Crossbow" name = "Energy Crossbow"

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@@ -83,7 +83,7 @@
#define FIRE_MAX_FIRESUIT_STACKS 20 // If the number of stacks goes above this firesuits won't protect you anymore. If not, you can walk around while on fire like a badass. #define FIRE_MAX_FIRESUIT_STACKS 20 // If the number of stacks goes above this firesuits won't protect you anymore. If not, you can walk around while on fire like a badass.
#define THROWFORCE_SPEED_DIVISOR 5 // The throwing speed value at which the throwforce multiplier is exactly 1. #define THROWFORCE_SPEED_DIVISOR 5 // The throwing speed value at which the throwforce multiplier is exactly 1.
#define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a thrown object that will cause living mobs it hits to be knocked back. #define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a w_class 2 thrown object that will cause living mobs it hits to be knocked back. Heavier objects can cause knockback at lower speeds.
#define THROWNOBJ_KNOCKBACK_DIVISOR 2 // Affects how much speed the mob is knocked back with. #define THROWNOBJ_KNOCKBACK_DIVISOR 2 // Affects how much speed the mob is knocked back with.
#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE. #define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.

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@@ -5795,7 +5795,7 @@
"chw" = (/obj/structure/sign/biohazard,/turf/simulated/wall,/area/medical/virologyaccess) "chw" = (/obj/structure/sign/biohazard,/turf/simulated/wall,/area/medical/virologyaccess)
"chx" = (/obj/structure/disposaloutlet,/obj/structure/disposalpipe/trunk{dir = 1},/turf/simulated/floor/plating/airless,/area/medical/virology) "chx" = (/obj/structure/disposaloutlet,/obj/structure/disposalpipe/trunk{dir = 1},/turf/simulated/floor/plating/airless,/area/medical/virology)
"chy" = (/obj/structure/bedsheetbin,/obj/structure/table,/obj/machinery/power/apc{dir = 8; name = "west bump"; pixel_x = -24},/obj/structure/cable/green,/obj/machinery/atmospherics/unary/vent_scrubber/on{dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage) "chy" = (/obj/structure/bedsheetbin,/obj/structure/table,/obj/machinery/power/apc{dir = 8; name = "west bump"; pixel_x = -24},/obj/structure/cable/green,/obj/machinery/atmospherics/unary/vent_scrubber/on{dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
"chz" = (/obj/structure/table,/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/weapon/gun/projectile/syringe,/obj/item/weapon/storage/box/syringegun,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage) "chz" = (/obj/structure/table,/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/weapon/gun/launcher/syringe,/obj/item/weapon/storage/box/syringegun,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
"chA" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/maintenance/research_port) "chA" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/maintenance/research_port)
"chB" = (/turf/simulated/floor/plating,/area/maintenance/research_port) "chB" = (/turf/simulated/floor/plating,/area/maintenance/research_port)
"chC" = (/obj/machinery/door/airlock/medical{autoclose = 0; icon_state = "door_open"; id_tag = "cubicle1"; name = "Cubicle 1"},/turf/simulated/floor{icon_state = "freezerfloor"},/area/medical/patient_wing) "chC" = (/obj/machinery/door/airlock/medical{autoclose = 0; icon_state = "door_open"; id_tag = "cubicle1"; name = "Cubicle 1"},/turf/simulated/floor{icon_state = "freezerfloor"},/area/medical/patient_wing)