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CHOMPStation2/code/modules/projectiles/guns/projectile/launcher.dm

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/obj/item/weapon/gun/launcher
name = "launcher"
desc = "A device that launches things."
icon = 'icons/obj/weapons.dmi'
w_class = 5.0
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BACK
var/release_force = 0
var/fire_sound_text = "a launcher firing"
//Check if we're drawing and if the bow is loaded.
/obj/item/weapon/gun/launcher/load_into_chamber()
return (!isnull(in_chamber))
//This should not fit in a combat belt or holster.
/obj/item/weapon/gun/launcher/isHandgun()
return 0
//Launchers are mechanical, no other impact.
/obj/item/weapon/gun/launcher/emp_act(severity)
return
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
return
//Override this to avoid a runtime with suicide handling.
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (M == user && user.zone_sel.selecting == "mouth")
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
return
..()
/obj/item/weapon/gun/launcher/proc/update_release_force()
return 0
/obj/item/weapon/gun/launcher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
if (!user.IsAdvancedToolUser())
user << "\red You don't have the dexterity to do this!"
return 0
add_fingerprint(user)
//Make sure target turfs both exist.
var/turf/curloc = get_turf(user)
var/turf/targloc = get_turf(target)
if (!istype(targloc) || !istype(curloc))
return 0
if(!special_check(user))
return 0
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
user << "<span class='warning'>[src] is not ready to fire again!"
return 0
if(!load_into_chamber()) //CHECK
return click_empty(user)
if(!in_chamber)
return 0
update_release_force()
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
"You hear [fire_sound_text]!")
in_chamber.loc = get_turf(user)
in_chamber.throw_at(target,10,release_force)
sleep(1)
in_chamber = null
update_icon()
if(user.hand)
user.update_inv_l_hand()
else
user.update_inv_r_hand()
return 1
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
return