//////////////////////////////////////////////////////////////////////////////// /// Syringes. //////////////////////////////////////////////////////////////////////////////// #define SYRINGE_DRAW 0 #define SYRINGE_INJECT 1 #define SYRINGE_BROKEN 2 /obj/item/weapon/reagent_containers/syringe name = "syringe" desc = "A syringe." icon = 'icons/obj/syringe.dmi' item_state = "syringe_0" icon_state = "0" matter = list("glass" = 150) amount_per_transfer_from_this = 5 possible_transfer_amounts = null volume = 15 w_class = 1 slot_flags = SLOT_EARS sharp = 1 unacidable = 1 //glass var/mode = SYRINGE_DRAW var/image/filling //holds a reference to the current filling overlay var/visible_name = "a syringe" var/time = 30 on_reagent_change() update_icon() pickup(mob/user) ..() update_icon() dropped(mob/user) ..() update_icon() attack_self(mob/user as mob) switch(mode) if(SYRINGE_DRAW) mode = SYRINGE_INJECT if(SYRINGE_INJECT) mode = SYRINGE_DRAW if(SYRINGE_BROKEN) return update_icon() attack_hand() ..() update_icon() attackby(obj/item/I as obj, mob/user as mob) return afterattack(obj/target, mob/user, proximity) if(!proximity || !target.reagents) return if(mode == SYRINGE_BROKEN) user << "This syringe is broken!" return if(user.a_intent == I_HURT && ismob(target)) if((CLUMSY in user.mutations) && prob(50)) target = user syringestab(target, user) return switch(mode) if(SYRINGE_DRAW) if(!reagents.get_free_space()) user << "The syringe is full." mode = SYRINGE_INJECT return if(ismob(target))//Blood! if(reagents.has_reagent("blood")) user << "There is already a blood sample in this syringe." return if(istype(target, /mob/living/carbon)) if(istype(target, /mob/living/carbon/slime)) user << "You are unable to locate any blood." return var/amount = reagents.get_free_space() var/mob/living/carbon/T = target if(!T.dna) user << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)." return if(NOCLONE in T.mutations) //target done been et, no more blood in him user << "You are unable to locate any blood." return var/datum/reagent/B if(istype(T, /mob/living/carbon/human)) var/mob/living/carbon/human/H = T if(H.species && H.species.flags & NO_BLOOD) H.reagents.trans_to_obj(src, amount) else B = T.take_blood(src, amount) else B = T.take_blood(src,amount) if (B) reagents.reagent_list += B reagents.update_total() on_reagent_change() reagents.handle_reactions() user << "You take a blood sample from [target]." for(var/mob/O in viewers(4, user)) O.show_message("[user] takes a blood sample from [target].", 1) else //if not mob if(!target.reagents.total_volume) user << "[target] is empty." return if(!target.is_open_container() && !istype(target, /obj/structure/reagent_dispensers) && !istype(target, /obj/item/slime_extract)) user << "You cannot directly remove reagents from this object." return var/trans = target.reagents.trans_to_obj(src, amount_per_transfer_from_this) user << "You fill the syringe with [trans] units of the solution." update_icon() if(!reagents.get_free_space()) mode = SYRINGE_INJECT update_icon() if(SYRINGE_INJECT) if(!reagents.total_volume) user << "The syringe is empty." mode = SYRINGE_DRAW return if(istype(target, /obj/item/weapon/implantcase/chem)) return if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/slime_extract) && !istype(target, /obj/item/clothing/mask/smokable/cigarette) && !istype(target, /obj/item/weapon/storage/fancy/cigarettes)) user << "You cannot directly fill this object." return if(!target.reagents.get_free_space()) user << "[target] is full." return var/mob/living/carbon/human/H = target if(istype(H)) var/obj/item/organ/external/affected = H.get_organ(user.zone_sel.selecting) if(!affected) user << "\The [H] is missing that limb!" return else if(affected.status & ORGAN_ROBOT) user << "You cannot inject a robotic limb." return if(ismob(target) && target != user) var/injtime = time //Injecting through a hardsuit takes longer due to needing to find a port. if(istype(H)) if(H.wear_suit) if(istype(H.wear_suit, /obj/item/clothing/suit/space)) injtime = injtime * 2 else if(!H.can_inject(user, 1)) return else if(isliving(target)) var/mob/living/M = target if(!M.can_inject(user, 1)) return if(injtime == time) user.visible_message("[user] is trying to inject [target] with [visible_name]!") else user.visible_message("[user] begins hunting for an injection port on [target]'s suit!") if(!do_mob(user, target, injtime)) return user.visible_message("[user] injects [target] with the syringe!") var/trans if(ismob(target)) var/contained = reagentlist() trans = reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD) admin_inject_log(user, target, src, contained, trans) else trans = reagents.trans_to(target, amount_per_transfer_from_this) user << "You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units." if (reagents.total_volume <= 0 && mode == SYRINGE_INJECT) mode = SYRINGE_DRAW update_icon() return update_icon() overlays.Cut() if(mode == SYRINGE_BROKEN) icon_state = "broken" return var/rounded_vol = round(reagents.total_volume, round(reagents.maximum_volume / 3)) if(ismob(loc)) var/injoverlay switch(mode) if (SYRINGE_DRAW) injoverlay = "draw" if (SYRINGE_INJECT) injoverlay = "inject" overlays += injoverlay icon_state = "[rounded_vol]" item_state = "syringe_[rounded_vol]" if(reagents.total_volume) filling = image('icons/obj/reagentfillings.dmi', src, "syringe10") filling.icon_state = "syringe[rounded_vol]" filling.color = reagents.get_color() overlays += filling proc/syringestab(mob/living/carbon/target as mob, mob/living/carbon/user as mob) if(istype(target, /mob/living/carbon/human)) var/mob/living/carbon/human/H = target var/target_zone = ran_zone(check_zone(user.zone_sel.selecting, target)) var/obj/item/organ/external/affecting = H.get_organ(target_zone) if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump()) user << "They are missing that limb!" return var/hit_area = affecting.name if((user != target) && H.check_shields(7, src, user, "\the [src]")) return if (target != user && H.getarmor(target_zone, "melee") > 5 && prob(50)) for(var/mob/O in viewers(world.view, user)) O.show_message(text("\red [user] tries to stab [target] in \the [hit_area] with [src.name], but the attack is deflected by armor!"), 1) user.remove_from_mob(src) qdel(src) user.attack_log += "\[[time_stamp()]\] Attacked [target.name] ([target.ckey]) with \the [src] (INTENT: HARM)." target.attack_log += "\[[time_stamp()]\] Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: HARM)." msg_admin_attack("[key_name_admin(user)] attacked [key_name_admin(target)] with [src.name] (INTENT: HARM) (JMP)") return user.visible_message("[user] stabs [target] in \the [hit_area] with [src.name]!") if(affecting.take_damage(3)) H.UpdateDamageIcon() else user.visible_message("[user] stabs [target] with [src.name]!") target.take_organ_damage(3)// 7 is the same as crowbar punch var/syringestab_amount_transferred = rand(0, (reagents.total_volume - 5)) //nerfed by popular demand var/contained_reagents = reagents.get_reagents() var/trans = reagents.trans_to_mob(target, syringestab_amount_transferred, CHEM_BLOOD) if(isnull(trans)) trans = 0 admin_inject_log(user, target, src, contained_reagents, trans, violent=1) break_syringe(target, user) proc/break_syringe(mob/living/carbon/target, mob/living/carbon/user) desc += " It is broken." mode = SYRINGE_BROKEN if(target) add_blood(target) if(user) add_fingerprint(user) update_icon() /obj/item/weapon/reagent_containers/syringe/ld50_syringe name = "Lethal Injection Syringe" desc = "A syringe used for lethal injections." amount_per_transfer_from_this = 50 volume = 50 visible_name = "a giant syringe" time = 300 afterattack(obj/target, mob/user, flag) if(mode == SYRINGE_DRAW && ismob(target)) // No drawing 50 units of blood at once user << "This needle isn't designed for drawing blood." return if(user.a_intent == "hurt" && ismob(target)) // No instant injecting user << "This syringe is too big to stab someone with it." ..() //////////////////////////////////////////////////////////////////////////////// /// Syringes. END //////////////////////////////////////////////////////////////////////////////// /obj/item/weapon/reagent_containers/syringe/inaprovaline name = "Syringe (inaprovaline)" desc = "Contains inaprovaline - used to stabilize patients." New() ..() reagents.add_reagent("inaprovaline", 15) mode = SYRINGE_INJECT update_icon() /obj/item/weapon/reagent_containers/syringe/antitoxin name = "Syringe (anti-toxin)" desc = "Contains anti-toxins." New() ..() reagents.add_reagent("anti_toxin", 15) mode = SYRINGE_INJECT update_icon() /obj/item/weapon/reagent_containers/syringe/antiviral name = "Syringe (spaceacillin)" desc = "Contains antiviral agents." New() ..() reagents.add_reagent("spaceacillin", 15) mode = SYRINGE_INJECT update_icon() /obj/item/weapon/reagent_containers/syringe/drugs name = "Syringe (drugs)" desc = "Contains aggressive drugs meant for torture." New() ..() reagents.add_reagent("space_drugs", 5) reagents.add_reagent("mindbreaker", 5) reagents.add_reagent("cryptobiolin", 5) mode = SYRINGE_INJECT update_icon() /obj/item/weapon/reagent_containers/syringe/ld50_syringe/choral New() ..() reagents.add_reagent("chloralhydrate", 50) mode = SYRINGE_INJECT update_icon()