Merge pull request #3028 from Zuhayr/master
Pneumatic cannon, vox sprite fixes, commits from master.
@@ -1099,6 +1099,7 @@
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#include "code\modules\projectiles\guns\energy\temperature.dm"
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#include "code\modules\projectiles\guns\projectile\automatic.dm"
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#include "code\modules\projectiles\guns\projectile\pistol.dm"
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#include "code\modules\projectiles\guns\projectile\pneumatic.dm"
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#include "code\modules\projectiles\guns\projectile\revolver.dm"
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#include "code\modules\projectiles\guns\projectile\shotgun.dm"
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#include "code\modules\projectiles\projectile\animate.dm"
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@@ -313,7 +313,7 @@
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desc = "Could probably be used as ... a throwing weapon?"
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w_class = 1.0
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force = 5.0
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throwforce = 15.0
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throwforce = 8.0
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item_state = "shard-glass"
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g_amt = 3750
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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@@ -21,10 +21,10 @@
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//Detective Work, used for the duplicate data points kept in the scanners
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var/list/original_atom
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/atom/proc/throw_impact(atom/hit_atom)
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/atom/proc/throw_impact(atom/hit_atom, var/speed)
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if(istype(hit_atom,/mob/living))
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var/mob/living/M = hit_atom
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M.hitby(src)
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M.hitby(src,speed)
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log_attack("<font color='red'>[hit_atom] ([M.ckey]) was hit by [src] thrown by ([src.fingerprintslast])</font>")
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@@ -32,7 +32,7 @@
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var/obj/O = hit_atom
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if(!O.anchored)
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step(O, src.dir)
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O.hitby(src)
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O.hitby(src,speed)
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else if(isturf(hit_atom))
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var/turf/T = hit_atom
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@@ -44,18 +44,18 @@
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return 1
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return 0
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/atom/movable/proc/hit_check()
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/atom/movable/proc/hit_check(var/speed)
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if(src.throwing)
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for(var/atom/A in get_turf(src))
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if(A == src) continue
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if(istype(A,/mob/living))
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if(A:lying) continue
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src.throw_impact(A)
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src.throw_impact(A,speed)
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if(src.throwing == 1)
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src.throwing = 0
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if(isobj(A))
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if(A.density && !A.throwpass) // **TODO: Better behaviour for windows which are dense, but shouldn't always stop movement
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src.throw_impact(A)
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src.throw_impact(A,speed)
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src.throwing = 0
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/atom/movable/proc/throw_at(atom/target, range, speed)
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@@ -97,7 +97,7 @@
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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hit_check(speed)
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error += dist_x
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dist_travelled++
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dist_since_sleep++
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@@ -109,7 +109,7 @@
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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hit_check(speed)
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error -= dist_y
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dist_travelled++
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dist_since_sleep++
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@@ -126,7 +126,7 @@
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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hit_check(speed)
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error += dist_y
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dist_travelled++
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dist_since_sleep++
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@@ -138,7 +138,7 @@
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if(!step) // going off the edge of the map makes get_step return null, don't let things go off the edge
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break
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src.Move(step)
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hit_check()
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hit_check(speed)
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error -= dist_x
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dist_travelled++
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dist_since_sleep++
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@@ -150,7 +150,7 @@
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//done throwing, either because it hit something or it finished moving
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src.throwing = 0
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if(isobj(src)) src:throw_impact(get_turf(src))
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if(isobj(src)) src:throw_impact(get_turf(src),speed)
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//Overlays
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@@ -84,7 +84,7 @@
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if(istype(src.beaker, /obj/item/weapon/reagent_containers/blood))
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// speed up transfer on blood packs
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transfer_amount = 4
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attached.inject_blood(beaker,transfer_amount)
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src.beaker.reagents.trans_to(src.attached, transfer_amount)
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update_icon()
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// Take blood
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@@ -37,11 +37,12 @@
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/obj/structure/stool/MouseDrop(atom/over_object)
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if (istype(over_object, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = over_object
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var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
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S.origin = src
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src.loc = S
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H.put_in_hands(S)
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H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
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if (!H.restrained() && !H.stat && in_range(src, over_object))
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var/obj/item/weapon/stool/S = new/obj/item/weapon/stool()
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S.origin = src
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src.loc = S
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H.put_in_hands(S)
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H.visible_message("\red [H] grabs [src] from the floor!", "\red You grab [src] from the floor!")
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/obj/item/weapon/stool
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name = "stool"
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@@ -56,6 +56,8 @@
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allowed = list(/obj/item/weapon/gun,/obj/item/ammo_magazine,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/handcuffs,/obj/item/weapon/tank)
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slowdown = 2
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armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
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heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
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max_heat_protection_temperature = SPACE_SUIT_MAX_HEAT_PROTECITON_TEMPERATURE
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/obj/item/clothing/head/helmet/space/vox/carapace
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name = "alien visor"
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@@ -63,6 +65,7 @@
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item_state = "vox-carapace"
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desc = "A glowing visor, perhaps stolen from a depressed Cylon."
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armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 30, bio = 30, rad = 30)
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flags = HEADCOVERSEYES|STOPSPRESSUREDMAGE
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/obj/item/clothing/suit/space/vox/carapace
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name = "alien carapace armour"
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@@ -61,7 +61,7 @@
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P.on_hit(src, absorb)
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return absorb
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/mob/living/hitby(atom/movable/AM as mob|obj)//Standardization and logging -Sieve
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/mob/living/hitby(atom/movable/AM as mob|obj,var/speed)//Standardization and logging -Sieve
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if(istype(AM,/obj/))
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var/obj/O = AM
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var/zone = ran_zone("chest",75)//Hits a random part of the body, geared towards the chest
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@@ -72,7 +72,7 @@
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src.visible_message("\red [src] has been hit by [O].")
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [zone].", "Your armor has softened hit to your [zone].")
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if(armor < 2)
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apply_damage(O.throwforce, dtype, zone, armor, O)
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apply_damage(O.throwforce*(speed/5), dtype, zone, armor, O)
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if(!O.fingerprintslast)
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return
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var/client/assailant = directory[ckey(O.fingerprintslast)]
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@@ -0,0 +1,140 @@
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/obj/item/weapon/storage/pneumatic
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name = "pneumatic cannon"
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desc = "A large gas-powered cannon."
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icon = 'icons/obj/gun.dmi'
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icon_state = "pneumatic"
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item_state = "pneumatic"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BELT
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max_w_class = 3
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max_combined_w_class = 20
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var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
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var/obj/item/weapon/storage/tank_container = new() // Something to hold the tank item so we don't accidentally fire it.
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var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
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var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
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var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
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var/cooldown = 0 // Whether or not we're cooling down.
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var/cooldown_time = 50 // Time between shots.
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var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
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// For reference, a fully pressurized oxy tank at 50% gas release firing a health
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// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
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/obj/item/weapon/storage/pneumatic/verb/set_pressure() //set amount of tank pressure.
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set name = "Set valve pressure"
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set category = "Object"
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set src in range(0)
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var/N = input("Percentage of tank used per shot:","[src]") as null|anything in possible_pressure_amounts
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if (N)
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pressure_setting = N
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usr << "You dial the pressure valve to [pressure_setting]%."
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/obj/item/weapon/storage/pneumatic/verb/eject_tank() //Remove the tank.
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set name = "Eject tank"
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set category = "Object"
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set src in range(0)
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if(tank)
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usr << "You twist the valve and pop the tank out of [src]."
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tank.loc = usr.loc
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tank = null
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icon_state = "pneumatic"
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item_state = "pneumatic"
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usr.update_icons()
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else
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usr << "There's no tank in [src]."
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/obj/item/weapon/storage/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
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if(!tank && istype(W,/obj/item/weapon/tank))
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user.drop_item()
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tank = W
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tank.loc = src.tank_container
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user.visible_message("[user] jams [W] into [src]'s valve and twists it closed.","You jam [W] into [src]'s valve and twist it closed.")
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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
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..()
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/obj/item/weapon/storage/pneumatic/examine()
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set src in view()
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..()
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if (!(usr in view(2)) && usr!=src.loc) return
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usr << "The valve is dialed to [pressure_setting]%."
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if(tank)
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usr << "The tank dial reads [tank.air_contents.return_pressure()] kPa."
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else
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usr << "Nothing is attached to the tank valve!"
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/obj/item/weapon/storage/pneumatic/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if (istype(target, /obj/item/weapon/storage/backpack ))
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return
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else if (target.loc == user.loc)
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return
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else if (locate (/obj/structure/table, src.loc))
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return
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else if(target == user)
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return
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if (length(contents) == 0)
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user << "There's nothing in [src] to fire!"
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return 0
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else
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spawn(0) Fire(target,user,params)
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/obj/item/weapon/storage/pneumatic/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (length(contents) > 0)
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if(user.a_intent == "hurt")
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user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
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Fire(M,user)
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return
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else
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Fire(M,user)
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return
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/obj/item/weapon/storage/pneumatic/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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if (!tank)
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user << "There is no gas tank in [src]!"
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return 0
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if (cooldown)
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user << "The chamber hasn't built up enough pressure yet!"
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return 0
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add_fingerprint(user)
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var/turf/curloc = get_turf(user)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
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if (fire_pressure < minimum_tank_pressure)
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user << "There isn't enough gas in the tank to fire [src]."
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return 0
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var/obj/item/object = contents[1]
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var/speed = ((fire_pressure*tank.volume)/object.w_class)/force_divisor //projectile speed.
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if(speed>80) speed = 80 //damage cap.
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user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
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src.remove_from_storage(object,user.loc)
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object.throw_at(target,10,speed)
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var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
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var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
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user.loc.assume_air(removed)
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cooldown = 1
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spawn(cooldown_time)
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cooldown = 0
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user << "[src]'s gauge informs you it's ready to be fired again."
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@@ -12,7 +12,7 @@
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var/obj/T = target
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var/throwdir = get_dir(firer,target)
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T.throw_at(get_edge_target_turf(target, throwdir),10,1)
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T.throw_at(get_edge_target_turf(target, throwdir),10,10)
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return 1
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/*
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@@ -104,6 +104,10 @@ datum
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for (var/datum/reagent/current_reagent in src.reagent_list)
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if (!current_reagent)
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continue
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if (current_reagent.id == "blood" && ishuman(target))
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var/mob/living/carbon/human/H = target
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H.inject_blood(my_atom, amount)
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continue
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var/current_reagent_transfer = current_reagent.volume * part
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if(preserve_data)
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trans_data = current_reagent.data
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|
Before Width: | Height: | Size: 22 KiB After Width: | Height: | Size: 23 KiB |
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Before Width: | Height: | Size: 140 KiB After Width: | Height: | Size: 140 KiB |
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Before Width: | Height: | Size: 140 KiB After Width: | Height: | Size: 141 KiB |
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Before Width: | Height: | Size: 275 KiB After Width: | Height: | Size: 275 KiB |
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Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 36 KiB |