Syringe gun update, borghydro update

This commit is contained in:
Markolie
2015-10-01 19:30:42 +02:00
parent beca09eaee
commit 6bae20b0a0
6 changed files with 92 additions and 72 deletions
+1
View File
@@ -27,6 +27,7 @@
var/ghettomodded = 0
var/recoil = 0
var/can_suppress = 0
var/can_unsuppress = 1
var/clumsy_check = 1
var/sawn_desc = null
var/sawn_state = SAWN_INTACT
+1 -1
View File
@@ -100,7 +100,7 @@
/obj/item/weapon/gun/projectile/attack_hand(mob/user as mob)
if(loc == user)
if(silenced)
if(silenced && can_unsuppress)
var/obj/item/weapon/suppressor/S = silenced
if(user.l_hand != src && user.r_hand != src)
..()
@@ -1,66 +1,77 @@
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
throw_speed = 2
throw_range = 10
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
/obj/item/weapon/gun/syringe/process_chambered()
if(!syringes.len) return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
if(!S) return 0
in_chamber = new /obj/item/projectile/bullet/dart/syringe(src)
S.reagents.trans_to(in_chamber, S.reagents.total_volume)
in_chamber.name = S.name
syringes.Remove(S)
qdel(S)
return 1
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
user << "<span class='notice'>[src] is empty.</span>"
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
if(!S) return 0
S.loc = user.loc
syringes.Remove(S)
user << "<span class = 'notice'>You unload [S] from \the [src]!</span>"
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
if(istype(A, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
user << "<span class='notice'>You load [A] into \the [src]!</span>"
syringes.Add(A)
A.loc = src
return 1
else
usr << "<span class='notice'>[src] cannot hold more syringes.</span>"
return 0
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
icon_state = "rapidsyringegun"
max_syringes = 6
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3
throw_speed = 3
throw_range = 7
force = 4
materials = list(MAT_METAL=2000)
clumsy_check = 0
fire_sound = 'sound/items/syringeproj.ogg'
var/list/syringes = list()
var/max_syringes = 1
/obj/item/weapon/gun/syringe/process_chambered()
if(!syringes.len) return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
if(!S) return 0
in_chamber = new /obj/item/projectile/bullet/dart/syringe(src)
S.reagents.trans_to(in_chamber, S.reagents.total_volume)
in_chamber.name = S.name
syringes.Remove(S)
qdel(S)
return 1
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
user << "<span class='notice'>[src] is empty.</span>"
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
if(!S) return 0
S.forceMove(user.loc)
syringes.Remove(S)
user << "<span class='notice'>You unload [S] from \the [src]!</span>"
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
if(istype(A, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
user << "<span class='notice'>You load [A] into \the [src]!</span>"
syringes.Add(A)
A.forceMove(src)
return 1
else
usr << "<span class='notice'>[src] cannot hold more syringes.</span>"
return 0
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
icon_state = "rapidsyringegun"
max_syringes = 6
/obj/item/weapon/gun/syringe/syndicate
name = "dart pistol"
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
icon_state = "syringe_pistol"
item_state = "gun" //Smaller inhand
w_class = 2
origin_tech = "combat=2;syndicate=2"
force = 2 //Also very weak because it's smaller
silenced = 1 //Softer fire sound
can_unsuppress = 0 //Permanently silenced
@@ -29,7 +29,7 @@
icon_state = "borghypo_s"
charge_cost = 20
recharge_time = 2
reagent_ids = list("omnizine", "salbutamol", "mannitol", "mutadone", "charcoal", "potass_iodide")
reagent_ids = list("syndicate_nanites", "potass_iodide", "ether")
/obj/item/weapon/reagent_containers/borghypo/New()
..()
@@ -100,7 +100,7 @@
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.
var/datum/reagent/R = chemical_reagents_list[reagent_ids[mode]]
user << "\blue Synthesizer is now producing '[R.name]'."
user << "<span class='notice'>Synthesizer is now producing '[R.name]'.</span>"
return
/obj/item/weapon/reagent_containers/borghypo/examine(mob/user)
@@ -112,8 +112,8 @@
for(var/datum/reagents/RS in reagent_list)
var/datum/reagent/R = locate() in RS.reagent_list
if(R)
user << "\blue It currently has [R.volume] units of [R.name] stored."
user << "<span class='notice'>It currently has [R.volume] units of [R.name] stored.</span>"
empty = 0
if(empty)
user << "\blue It is currently empty. Allow some time for the internal syntheszier to produce more."
user << "<span class='notice'>It is currently empty. Allow some time for the internal syntheszier to produce more.</span>"