Merge pull request #406 from SamCroswell/master

ERT Rework
This commit is contained in:
ZomgPonies
2015-02-25 11:43:07 -05:00
12 changed files with 338 additions and 141 deletions
+17 -5
View File
@@ -21,6 +21,7 @@ RCD
m_amt = 100000
origin_tech = "engineering=4;materials=2"
var/datum/effect/effect/system/spark_spread/spark_system
var/max_matter = 100
var/matter = 0
var/working = 0
var/mode = 1
@@ -39,15 +40,16 @@ RCD
attackby(obj/item/weapon/W, mob/user, params)
..()
if(istype(W, /obj/item/weapon/rcd_ammo))
if((matter + 20) > 100)
var/obj/item/weapon/rcd_ammo/R = W
if((matter + R.ammoamt) > max_matter)
user << "<span class='notice'>The RCD cant hold any more matter-units.</span>"
return
user.drop_item()
del(W)
matter += 20
matter += R.ammoamt
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
user << "<span class='notice'>The RCD now holds [matter]/100 matter-units.</span>"
desc = "A RCD. It currently holds [matter]/100 matter-units."
user << "<span class='notice'>The RCD now holds [matter]/[max_matter] matter-units.</span>"
desc = "A RCD. It currently holds [matter]/[max_matter] matter-units."
return
@@ -186,6 +188,12 @@ RCD
desc = "A device used to rapidly build and deconstruct walls and floors."
canRwall = 1
/obj/item/weapon/rcd/combat
name = "combat RCD"
max_matter = 500
matter = 500
canRwall = 1
/obj/item/weapon/rcd_ammo
name = "compressed matter cartridge"
desc = "Highly compressed matter for the RCD."
@@ -197,4 +205,8 @@ RCD
anchored = 0.0
origin_tech = "materials=2"
m_amt = 16000
g_amt = 8000
g_amt = 8000
var/ammoamt = 20
/obj/item/weapon/rcd_ammo/large
ammoamt = 100
@@ -120,6 +120,14 @@
m_amt = 0
g_amt = 0
/obj/item/weapon/stock_parts/cell/pulse/carbine
name = "pulse carbine power cell"
maxcharge = 4000
/obj/item/weapon/stock_parts/cell/pulse/pistol
name = "pulse pistol power cell"
maxcharge = 1600
/obj/item/weapon/stock_parts/cell/emproof
name = "\improper EMP-proof cell"
desc = "An EMP-proof cell."
@@ -134,4 +142,4 @@
return
/obj/item/weapon/stock_parts/cell/emproof/corrupt()
return
return
@@ -59,6 +59,9 @@
new /obj/item/weapon/wirecutters(src)
new /obj/item/stack/cable_coil(src,30,pick("red","yellow","orange"))
/obj/item/weapon/storage/belt/utility/full/response_team/New()
..()
new /obj/item/device/multitool(src)
/obj/item/weapon/storage/belt/utility/atmostech/New()
..()
@@ -128,6 +131,13 @@
..()
new /obj/item/device/flashlight/seclite(src)
/obj/item/weapon/storage/belt/security/response_team/New()
..()
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/grenade/flashbang(src)
new /obj/item/weapon/melee/telebaton(src)
new /obj/item/weapon/restraints/handcuffs(src)
/obj/item/weapon/storage/belt/soulstone
name = "soul stone belt"
desc = "Designed for ease of access to the shards during a fight, as to not let a single enemy spirit slip away"
@@ -77,6 +77,17 @@
new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
return
/obj/item/weapon/storage/box/response_team
New()
..()
contents = list()
sleep(1)
new /obj/item/clothing/mask/breath( src )
new /obj/item/weapon/tank/emergency_oxygen/double/full( src )
new /obj/item/clothing/glasses/night( src )
new /obj/item/weapon/kitchenknife/combat( src ) // SURVIVAL KNIFE, FOR CARVING A BOW OUT OF THE BONES OF ASSISTANTS AFTER YOU CRASH-LAND ON THE STATION.
new /obj/item/weapon/reagent_containers/hypospray/autoinjector( src )
return
/obj/item/weapon/storage/box/gloves
name = "box of latex gloves"
@@ -480,7 +491,7 @@
new /obj/item/weapon/restraints/handcuffs(src)
new /obj/item/weapon/restraints/handcuffs(src)
new /obj/item/weapon/restraints/handcuffs(src)
/obj/item/weapon/storage/box/zipties
name = "box of spare zipties"
desc = "A box full of zipties."
+173 -12
View File
@@ -55,23 +55,28 @@ var/can_call_ert
usr << "<font color=red><b>You are jobbanned from the emergency reponse team!"
return
if(response_team_members.len > 5) usr << "The emergency response team is already full!"
if(response_team_members.len > 6) usr << "The emergency response team is already full!"
for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Commando")
for (var/obj/effect/landmark/L in landmarks_list) if (L.name == "Response Team")
L.name = null//Reserving the place.
var/new_name = input(usr, "Pick a name","Name") as null|text
/*var/new_name = alert(usr, "Pick a name","Name") as null|text
if(!new_name)//Somebody changed his mind, place is available again.
L.name = "Commando"
return*/
if(alert(usr, "Join the ERT?", "Emergency Response Team", "Yes", "No") == "No")
L.name = "Response Team"
return
var/leader_selected = isemptylist(response_team_members)
if(!src.client)
return
var/client/C = src.client
var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc, leader_selected, new_name)
var/mob/living/carbon/human/new_commando = C.create_response_team(L.loc, leader_selected)
del(L)
new_commando.mind.key = usr.key
new_commando.key = usr.key
new_commando.update_icons()
new_commando << "\blue You are [!leader_selected?"a member":"the <B>LEADER</B>"] of an Emergency Response Team, a type of military division, under CentComm's service. There is a code red alert on [station_name()], you are tasked to go and fix the problem."
new_commando << "<b>You should first gear up and discuss a plan with your team. More members may be joining, don't move out before you're ready."
@@ -168,7 +173,7 @@ proc/trigger_armed_response_team(var/force = 0)
continue
*/
/client/proc/create_response_team(obj/spawn_location, leader_selected = 0, commando_name)
/client/proc/create_response_team(obj/spawn_location, leader_selected = 0)
//usr << "\red ERT has been temporarily disabled. Talk to a coder."
//return
@@ -178,7 +183,7 @@ proc/trigger_armed_response_team(var/force = 0)
//todo: god damn this.
//make it a panel, like in character creation
var/new_facial = input("Please select facial hair color.", "Character Generation") as color
/*var/new_facial = input("Please select facial hair color.", "Character Generation") as color
if(new_facial)
M.r_facial = hex2num(copytext(new_facial, 2, 4))
M.g_facial = hex2num(copytext(new_facial, 4, 6))
@@ -262,14 +267,20 @@ proc/trigger_armed_response_team(var/force = 0)
if(new_gender == "Male")
M.gender = MALE
else
M.gender = FEMALE
M.gender = FEMALE*/
//M.rebuild_appearance()
M.gender = pick(MALE, FEMALE)
var/datum/preferences/A = new()//Randomize appearance for the commando.
A.randomize_appearance_for(M)
M.update_hair()
M.update_body()
M.check_dna(M)
M.real_name = commando_name
M.name = commando_name
M.real_name = "[!leader_selected ? pick("Corporal", "Sergeant", "Staff Sergeant", "Sergeant 1st Class", "Master Sergeant", "Sergeant Major") : pick("Lieutenant", "Captain", "Major")] [pick(last_names)]"
M.name = M.real_name
M.age = !leader_selected ? rand(23,35) : rand(35,45)
M.dna.ready_dna(M)//Creates DNA.
@@ -283,10 +294,160 @@ proc/trigger_armed_response_team(var/force = 0)
if(!(M.mind in ticker.minds))
ticker.minds += M.mind//Adds them to regular mind list.
M.loc = spawn_location
M.equip_strike_team(leader_selected)
if(leader_selected)
equip_emergencyresponsesquad(M, "commander")
else
switch(input("Which class?") in list("Security","Engineer","Medical"))
if("Security")
equip_emergencyresponsesquad(M, "sec")
if("Engineer")
equip_emergencyresponsesquad(M, "eng")
if("Medical")
equip_emergencyresponsesquad(M, "med")
return M
/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0)
/proc/equip_emergencyresponsesquad(var/mob/living/carbon/human/M, var/ertrole)
M.equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/under/rank/centcom_officer(M), slot_w_uniform)
var/obj/item/weapon/implant/loyalty/L = new/obj/item/weapon/implant/loyalty(M)
L.imp_in = M
L.implanted = 1
switch(ertrole)
if("commander")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/commander(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/captain(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
var/obj/item/weapon/card/id/W = new(src)
W.assignment = "Emergency Response Team Leader"
W.registered_name = M.real_name
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Commander)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list(access_cent_general, access_cent_living, access_cent_medical, access_cent_storage, access_cent_thunder, access_cent_teleporter)
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/device/pda/heads/pda = new(src)
pda.owner = M.real_name
pda.ownjob = "Emergency Response Team Leader"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
M.equip_to_slot_or_del(pda, slot_wear_pda)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/commander(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/pinpointer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt)
if("sec")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/security(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/security(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses/sechud(M), slot_glasses)
var/obj/item/weapon/card/id/W = new(src)
W.assignment = "Emergency Response Team"
W.registered_name = M.real_name
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Officer)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list(access_cent_general, access_cent_living, access_cent_thunder)
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/device/pda/heads/pda = new(src)
pda.owner = M.real_name
pda.ownjob = "Emergency Response Team"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
pda.icon_state = "pda-security"
M.equip_to_slot_or_del(pda, slot_wear_pda)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/handcuffs(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/security(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun/nuclear(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/security/response_team(M), slot_belt)
if("med")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/medical(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/medic(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health_advanced(M), slot_glasses)
var/obj/item/weapon/card/id/W = new(src)
W.assignment = "Emergency Response Team"
W.registered_name = M.real_name
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Medic)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list(access_cent_general, access_cent_living, access_cent_medical)
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/device/pda/heads/pda = new(src)
pda.owner = M.real_name
pda.ownjob = "Emergency Response Team"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
pda.icon_state = "pda-medical"
M.equip_to_slot_or_del(pda, slot_wear_pda)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/medical(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/o2(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/toxin(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/reagent_containers/hypospray/CMO(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/defibrillator/compact/combat/loaded(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/firstaid/adv(M), slot_r_hand)
if("eng")
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/magboots/advance(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/gloves/combat(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/space/rig/ert/engineer(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/industrial(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/meson(M), slot_glasses)
var/obj/item/weapon/card/id/W = new(src)
W.assignment = "Emergency Response Team"
W.registered_name = M.real_name
W.name = "[M.real_name]'s ID Card (Emergency Response Team - Engineer)"
W.icon_state = "centcom"
W.access = get_all_accesses()
W.access += list(access_cent_general, access_cent_living, access_cent_storage)
M.equip_to_slot_or_del(W, slot_wear_id)
var/obj/item/device/pda/heads/pda = new(src)
pda.owner = M.real_name
pda.ownjob = "Emergency Response Team"
pda.name = "PDA-[M.real_name] ([pda.ownjob])"
pda.icon_state = "pda-engineer"
M.equip_to_slot_or_del(pda, slot_wear_pda)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/response_team(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/rig/ert/engineer(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/gas/swat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd/combat(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/rcd_ammo/large(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/gun(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full/response_team(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/briefcase/inflatable(M), slot_l_hand)
/*/mob/living/carbon/human/proc/equip_strike_team(leader_selected = 0) Old ERT equip verb.
//Special radio setup
equip_to_slot_or_del(new /obj/item/device/radio/headset/ert/alt(src), slot_l_ear)
@@ -321,7 +482,7 @@ proc/trigger_armed_response_team(var/force = 0)
L.imp_in = src
L.implanted = 1
return 1
return 1*/
//debug verb (That is horribly coded, LEAVE THIS OFF UNLESS PRIVATELY TESTING. Seriously.
/*client/verb/ResponseTeam()
+5 -5
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@@ -899,7 +899,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(pda, slot_r_store)
M.equip_if_possible(new /obj/item/clothing/glasses/sunglasses(M), slot_l_store)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
var/obj/item/weapon/card/id/centcom/W = new(M)
W.name = "[M.real_name]'s ID Card (Nanotrasen Navy Captain)"
@@ -964,7 +964,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
@@ -992,7 +992,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/combat(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
var/obj/item/device/pda/centcom/pda = new(M)
@@ -1104,7 +1104,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/cyber(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_wear_mask)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_r_store)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
@@ -1130,7 +1130,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
M.equip_if_possible(new /obj/item/clothing/gloves/color/white(M), slot_gloves)
M.equip_to_slot_or_del(new /obj/item/clothing/shoes/centcom(M), slot_shoes)
M.equip_to_slot_or_del(new /obj/item/clothing/head/helmet/space/deathsquad/beret(M), slot_head)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/M1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911(M), slot_belt)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
M.equip_to_slot_or_del(new /obj/item/clothing/mask/cigarette/cigar/cohiba(M), slot_in_backpack)
M.equip_to_slot_or_del(new /obj/item/weapon/storage/box/matches(M), slot_in_backpack)
+1
View File
@@ -5,6 +5,7 @@
item_state = "helm-command"
armor = list(melee = 50, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
siemens_coefficient = 0.6
rig_restrict_helmet = 0 // ERT helmets can be taken on and off at will.
var/obj/machinery/camera/camera
/obj/item/clothing/head/helmet/space/rig/ert/attack_self(mob/user)
+26 -9
View File
@@ -16,7 +16,7 @@
switch(mode)
if(2)
mode = 0
charge_cost = 100
charge_cost = 50
fire_sound = 'sound/weapons/Taser.ogg'
user << "\red [src.name] is now set to stun."
projectile_type = "/obj/item/projectile/energy/electrode"
@@ -57,14 +57,31 @@
attack_self(mob/living/user as mob)
user << "\red [src.name] has three settings, and they are all DESTROY."
/obj/item/weapon/gun/energy/pulse_rifle/M1911
name = "m1911-P"
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
w_class = 3.0
/obj/item/weapon/gun/energy/pulse_rifle/carbine
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
w_class = 3
slot_flags = SLOT_BELT
icon_state = "pulse_carbine"
item_state = "pulse"
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/carbine"
can_flashlight = 1
/obj/item/weapon/gun/energy/pulse_rifle/pistol
name = "pulse pistol"
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
w_class = 2
slot_flags = SLOT_BELT
icon_state = "pulse_pistol"
item_state = "gun"
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/pistol"
/obj/item/weapon/gun/energy/pulse_rifle/pistol/m1911
name = "\improper M1911-P"
desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
icon_state = "m1911-p"
item_state = "gun"
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
isHandgun()
return 1
@@ -1711,6 +1711,12 @@ datum
..()
return
nanites
name = "Nanites"
id = "nanities"
description = "Nanomachines that aid in rapid cellular regeneration."
synaptizine
name = "Synaptizine"
id = "synaptizine"
@@ -68,6 +68,14 @@
..()
reagents.add_reagent("synaptizine", 30)
/obj/item/weapon/reagent_containers/hypospray/combat/nanites
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector filled with expensive regeneration nanites."
volume = 100
/obj/item/weapon/reagent_containers/hypospray/combat/New()
..()
reagents.add_reagent("nanites", 70)
/obj/item/weapon/reagent_containers/hypospray/autoinjector
name = "emergency autoinjector"