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Rapid Syringe Gun rework (#17816)
* First commit reworking most of RSG * Fixes, add alternate versions * Update in uplink, remove from R&D * Add custom pre-loaded version to uplink * Fixes message, linter error * Change initialization of half rapidsyringe * Some review updates * Add some sound effects * Use internal reagents instead of a literal bluespace beaker * Update rapid syringe description * Drop RSG to 8 TC * Update code/modules/projectiles/guns/syringe_gun.dm Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> * More review changes, improve messaging * Update code/modules/projectiles/guns/syringe_gun.dm Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> * Address reviews * Remove extraneous check * Message and documentation reviews * Syringening * More review * attempt to bump CI * spacing * last review concerns Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
This commit is contained in:
co-authored by
Charlie
SteelSlayer
parent
c445b4d396
commit
727b299d33
@@ -929,7 +929,7 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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/datum/uplink_item/stealthy_weapons/dart_pistol
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name = "Dart Pistol Kit"
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desc = "A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. Comes with 3 syringes, a knockout poison, a silencing agent and a deadly neurotoxin."
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desc = "A miniaturized version of a normal syringe gun. It is very quiet when fired and can fit into any space a small item can. Comes with 3 syringes: a knockout poison, a silencing agent and a deadly neurotoxin."
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reference = "DART"
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item = /obj/item/storage/box/syndie_kit/dart_gun
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cost = 4
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@@ -938,11 +938,10 @@ GLOBAL_LIST_INIT(uplink_items, subtypesof(/datum/uplink_item))
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/datum/uplink_item/stealthy_weapons/RSG
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name = "Rapid Syringe Gun"
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desc = "A rapid syringe gun able to hold six shot and fire them rapidly. Great together with the bioterror syringe"
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desc = "A syndicate rapid syringe gun able to fill and fire syringes automatically from an internal reagent reservoir. Comes pre-loaded with 7 empty syringes, and has a maximum capacity of 14 syringes and 300u of reagents."
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reference = "RSG"
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item = /obj/item/gun/syringe/rapidsyringe
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cost = 4
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gamemodes = list(/datum/game_mode/nuclear)
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item = /obj/item/gun/syringe/rapidsyringe/preloaded/half
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cost = 8
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/datum/uplink_item/stealthy_weapons/silencer
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name = "Universal Suppressor"
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@@ -14,7 +14,7 @@
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var/list/syringes = list()
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var/max_syringes = 1
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/obj/item/gun/syringe/New()
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/obj/item/gun/syringe/Initialize()
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..()
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chambered = new /obj/item/ammo_casing/syringegun(src)
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@@ -49,18 +49,19 @@
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return FALSE
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var/obj/item/reagent_containers/syringe/S
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if(chambered.BB) // Remove the chambered syringe first
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if(length(syringes))
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S = syringes[length(syringes)]
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else if(chambered.BB)
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// Remove the chambered syringe only if there's no syringe left
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S = new()
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chambered.BB.reagents.trans_to(S, chambered.BB.reagents.total_volume)
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qdel(chambered.BB)
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chambered.BB = null
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else
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S = syringes[length(syringes)]
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process_chamber()
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user.put_in_hands(S)
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syringes.Remove(S)
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process_chamber()
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to_chat(user, "<span class='notice'>You unload [S] from \the [src]!</span>")
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to_chat(user, "<span class='notice'>You unload [S] from [src]!</span>")
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return TRUE
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/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
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@@ -69,7 +70,7 @@
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if(in_clip < max_syringes)
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if(!user.unEquip(A))
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return
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to_chat(user, "<span class='notice'>You load [A] into \the [src]!</span>")
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to_chat(user, "<span class='notice'>You load [A] into [src]!</span>")
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syringes.Add(A)
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A.loc = src
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process_chamber() // Chamber the syringe if none is already
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@@ -78,8 +79,7 @@
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to_chat(user, "<span class='notice'>[src] cannot hold more syringes.</span>")
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else
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return ..()
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/obj/item/gun/syringe/rapidsyringe
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/obj/item/gun/syringe/rapidsyringe_old
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name = "rapid syringe gun"
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desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
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icon_state = "rapidsyringegun"
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@@ -95,3 +95,299 @@
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force = 2 //Also very weak because it's smaller
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suppressed = 1 //Softer fire sound
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can_unsuppress = 0 //Permanently silenced
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// Not quite a syringe gun, but also not completely unlike one either.
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// Uses an internal reservoir instead of separately filled syringes, and can unload them
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// at a breakneck pace.
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/obj/item/gun/syringe/rapidsyringe
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name = "rapid syringe gun"
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desc = "A syndicate rapid syringe gun based on an archived NanoTrasen prototype. Capable of storing and filling syringes from an internal reservoir. It has a large flap on the side that you can dump a box or bag of syringes into, and a port for filling it with liquid."
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icon_state = "rapidsyringegun"
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max_syringes = 14 // full two boxes worth
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/// Maximum size of the internal reservoir
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var/reservoir_volume = 300
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/// Possible amounts to fill each syringe with, toggleable by alt-clicking.
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var/list/possible_transfer_amounts = list(5, 10, 15)
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/// Index of possible_transfer_amounts that's currently active.
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var/transfer_amount_selection = 1
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/// Amount of reagents to transfer out at once if no syringe is loaded.
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var/reservoir_transfer_amount = 15
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/// Whether or not we've alerted the user that the reservoir is empty.
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var/alarmed = TRUE // start out alarmed so a click just after buying doesn't give it away
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container_type = AMOUNT_VISIBLE | TRANSPARENT // We'll handle transfers ourselves
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/obj/item/gun/syringe/rapidsyringe/Initialize(mapload)
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. = ..()
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create_reagents(reservoir_volume)
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/obj/item/gun/syringe/rapidsyringe/Destroy()
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QDEL_LIST(syringes)
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if(chambered)
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if(chambered.BB)
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QDEL_NULL(chambered.BB)
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qdel(chambered)
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return ..()
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/obj/item/gun/syringe/rapidsyringe/vv_edit_var(var_name, var_value)
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. = ..()
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switch(var_name)
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if("reservoir_volume")
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reagents.maximum_volume = var_value
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/obj/item/gun/syringe/rapidsyringe/build_reagent_description(mob/user)
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. = list("<span class='notice'>There's a little window for the internal reservoir.</span>")
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. += ..()
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/obj/item/gun/syringe/rapidsyringe/proc/get_units_per_shot()
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return possible_transfer_amounts[transfer_amount_selection]
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/obj/item/gun/syringe/rapidsyringe/examine(mob/user)
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. = ..()
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. += "A switch on the side is set to [get_units_per_shot()] unit\s per shot, <span class='notice'>alt-click to change it.</span>"
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if(chambered?.BB)
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. += "<span class='notice'>The chambered syringe contains [round(chambered.BB.reagents.total_volume)] units."
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/// If user is null in this proc, messages will just be ignored
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/obj/item/gun/syringe/rapidsyringe/proc/insert_single_syringe(obj/item/reagent_containers/syringe/new_syringe, mob/user)
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if(new_syringe.reagents.total_volume)
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if(user)
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to_chat(user, "<span class='warning'>[src] only accepts empty syringes.</span>")
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return FALSE
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var/in_clip = length(syringes) + (chambered?.BB ? 1 : 0)
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if(in_clip >= max_syringes)
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if(user)
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to_chat(user, "<span class='warning'>[src] is full!</span>")
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return FALSE
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if(user)
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if(!user.unEquip(new_syringe))
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return
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to_chat(user, "<span class='notice'>You load \the [new_syringe] into [src].</span>")
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playsound(src, 'sound/weapons/gun_interactions/bulletinsert.ogg', 50, 1)
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syringes.Add(new_syringe)
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new_syringe.forceMove(src)
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process_chamber() // Chamber the syringe if none is already
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return TRUE
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/obj/item/gun/syringe/rapidsyringe/attackby(obj/item/A, mob/user, params, show_msg)
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if(istype(A, /obj/item/storage))
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// Boxes can be dumped in.
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var/obj/item/storage/container = A
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if(!length(container.contents))
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to_chat(user, "<span class='warning'>[A] is empty!</span>")
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return TRUE
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if(length(syringes) + (chambered?.BB ? 1 : 0) == max_syringes)
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to_chat(user, "<span class='warning'>[src] is full!</span>")
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return TRUE
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var/total_inserted = 0
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var/found_any_syringe = FALSE
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for(var/obj/item/reagent_containers/syringe/S in container)
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found_any_syringe = TRUE
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if((length(syringes) + (chambered?.BB ? 1 : 0)) == max_syringes)
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// full
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break
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// only allow empty syringes.
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// no user call here since it'd otherwise be spamming the user with chat messages.
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if(insert_single_syringe(S))
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total_inserted++
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if(total_inserted)
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playsound(src, 'sound/weapons/gun_interactions/bulletinsert.ogg', 50, 1)
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to_chat(user, "<span class='notice'>You load [total_inserted] empty syringes into [src].")
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// Chamber a syringe.
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process_chamber()
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else if(!found_any_syringe)
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to_chat(user, "<span class='warning'>There are no empty syringes in [A]!</span>")
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return TRUE
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else if(istype(A, /obj/item/reagent_containers/syringe))
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insert_single_syringe(A, user)
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return TRUE
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else if(istype(A, /obj/item/reagent_containers))
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// Loading with chemicals (but not from syringes)
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var/obj/item/reagent_containers/incoming = A
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if(!incoming.is_drainable())
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return
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if(!incoming.reagents.total_volume)
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to_chat(user, "<span class='warning'>[incoming] is empty!</span>")
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return
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if(reagents.holder_full())
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to_chat(user, "<span class='warning'>[src]'s internal reservoir is full!</span>")
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return
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var/trans = incoming.reagents.trans_to(src, incoming.amount_per_transfer_from_this)
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to_chat(user, "<span class='notice'>You transfer [round(trans)] unit\s of the solution to [src]'s internal reservoir.</span>")
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update_loaded_syringe()
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// Reset the reservoir alarm
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alarmed = FALSE
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else
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return ..()
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// Allow for emptying your deathmix, or for sec to find out what you were dumping into people
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/obj/item/gun/syringe/rapidsyringe/afterattack(atom/target, mob/living/user, flag, params)
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if(istype(target, /obj/item/reagent_containers))
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var/obj/item/reagent_containers/destination = target
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if(!destination.is_refillable())
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return
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if(!reagents.total_volume)
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to_chat(user, "<span class='warning'>[src]'s internal reservoir is empty!</span>")
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return
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if(destination.reagents.holder_full())
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to_chat(user, "<span class='warning'>[destination] is full.</span>")
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return
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var/transfer_source = "[src]'s internal reservoir"
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var/transfer_amount
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// Empty directly from the syringe, if it's loaded.
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// Otherwise, we wouldn't be able to fully empty the gun's chems without firing it.
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if(chambered?.BB && chambered.BB.reagents.total_volume)
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transfer_amount = chambered.BB.reagents.trans_to(destination, get_units_per_shot())
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transfer_source = "the syringe chambered in [src]"
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else
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transfer_amount = reagents.trans_to(destination, reservoir_transfer_amount)
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to_chat(user, "<span class='notice'>You drain [transfer_amount] unit\s from [transfer_source] into [destination].</span>")
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// Refill the syringe
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update_loaded_syringe()
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return TRUE
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else if(!reagents.total_volume && (!chambered?.BB || !chambered.BB.reagents.total_volume))
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// Play an alert when the reservoir has run out of reagents so people don't unknowingly dump empty syringes into their foes
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// Running out of syringes is just handled by *click*
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to_chat(user, "<span class='[alarmed ? "danger" : "userdanger"]'>[src] [alarmed ? "beeps" : "whines"]: Internal chemical reservoir empty!</span>")
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if(!alarmed)
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playsound(loc, 'sound/weapons/smg_empty_alarm.ogg', 25, 1, frequency = 60000)
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alarmed = TRUE
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// always send the to_chat so there's still feedback if the gun tries to fire
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return TRUE
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else
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return ..()
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// Switch the amount of reagents used per shot.
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/obj/item/gun/syringe/rapidsyringe/AltClick(mob/living/user)
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transfer_amount_selection++
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if(transfer_amount_selection > length(possible_transfer_amounts))
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transfer_amount_selection = 1
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playsound(src, 'sound/weapons/gun_interactions/selector.ogg', 25, 1)
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to_chat(user, "<span class='notice'>[src] will now fill each syringe with up to [get_units_per_shot()] units.</span>")
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update_loaded_syringe()
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/// Update the chambered syringe's contents based on the reservoir contents.
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/// Makes sure that what's contained in the syringe is representative of the mix as a whole.
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/obj/item/gun/syringe/rapidsyringe/proc/update_loaded_syringe()
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if(!chambered?.BB)
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return
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// Refresh the mix in the syringe by pushing it into our internal beaker, and then pulling it out.
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// The only time we /won't/ is when we dump out to a beaker.
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if(chambered.BB.reagents.total_volume)
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chambered.BB.reagents.trans_to(src, chambered.BB.reagents.total_volume)
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reagents.trans_to(chambered.BB, get_units_per_shot())
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/obj/item/gun/syringe/rapidsyringe/process_chamber()
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if(!length(syringes) || chambered?.BB)
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return
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var/obj/item/reagent_containers/syringe/S = syringes[1]
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if(!S)
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return
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chambered.BB = new S.projectile_type(src)
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update_loaded_syringe()
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chambered.BB.name = S.name
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syringes.Remove(S)
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qdel(S)
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// Unload an empty syringe, making sure its existing contents get returned to the reservoir
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/obj/item/gun/syringe/rapidsyringe/attack_self(mob/living/user)
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if(!length(syringes) && !chambered.BB)
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to_chat(user, "<span class='notice'>[src] is empty.</span>")
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return FALSE
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var/obj/item/reagent_containers/syringe/S
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if(chambered.BB) // Remove the chambered syringe first
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S = new()
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// Dump it into the main reservoir beforehand
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chambered.BB.reagents.trans_to(src, chambered.BB.reagents.total_volume)
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qdel(chambered.BB)
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chambered.BB = null
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else
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S = syringes[length(syringes)]
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user.put_in_hands(S)
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syringes.Remove(S)
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process_chamber()
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playsound(src, "sound/weapons/gun_interactions/remove_bullet.ogg", 25, 1)
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to_chat(user, "<span class='notice'>You unload [S] from [src].</span>")
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return TRUE
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/obj/item/gun/syringe/rapidsyringe/suicide_act(mob/user)
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if(!chambered?.BB)
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visible_message("<span class='danger'>[user] puts [user.p_their()] mouth to [src]'s reagent port and swings [user.p_their()] head back, it looks like [user.p_theyre()] trying to commit suicide!</span>")
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if(!reagents.total_volume)
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visible_message("<span class='danger'>...but there was nothing inside!</span>")
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return SHAME
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else
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reagents.trans_to(user, reagents.total_volume)
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else
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visible_message("<span class='danger'>[user] raises [src] to [user.p_their()] shoulder, it looks like [user.p_theyre()] trying to lose their medical license!</span>")
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handle_suicide(user, user)
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return TOXLOSS
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/// Version that comes pre-loaded with a given amount of syringes.
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/obj/item/gun/syringe/rapidsyringe/preloaded
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/// The number of syringes to reload. If not set, defaults to max_syringes.
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var/number_to_preload
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/obj/item/gun/syringe/rapidsyringe/preloaded/Initialize(mapload)
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. = ..()
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var/obj/item/reagent_containers/syringe/new_syringe
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for(var/i in 0 to (number_to_preload == null ? max_syringes : number_to_preload))
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new_syringe = new()
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insert_single_syringe(new_syringe)
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/// Version that comes loaded with half of the standard amount of syringes. Used in the uplink.
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/obj/item/gun/syringe/rapidsyringe/preloaded/half
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/obj/item/gun/syringe/rapidsyringe/preloaded/half/Initialize(mapload)
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number_to_preload = max_syringes / 2
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. = ..()
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/// For shenanigans. This is essentially an RSG that never needs to be refilled with syringes.
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/obj/item/gun/syringe/rapidsyringe/preloaded/beaker_blaster
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name = "beaker buster"
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desc = "A syringe gun presumably cobbled together with the power of bluespace and powerful stimulants. Can shoot large amounts of reagents with an endless supply of syringes."
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possible_transfer_amounts = list(1, 5, 10, 15, 20, 25, 30, 50)
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reservoir_volume = 10000 // stupid big
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max_syringes = 3 // doesn't really matter since they regen
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/obj/item/gun/syringe/rapidsyringe/preloaded/beaker_blaster/process_chamber()
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. = ..()
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// add a new syringe so it's technically infinite
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insert_single_syringe(new /obj/item/reagent_containers/syringe)
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/obj/item/gun/syringe/rapidsyringe/preloaded/beaker_blaster/attack_self(mob/living/user)
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// no printing infinite syringes.
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return
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@@ -3,7 +3,7 @@
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#define SYRINGE_BROKEN 2
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/obj/item/reagent_containers/syringe
|
||||
name = "Syringe"
|
||||
name = "syringe"
|
||||
desc = "A syringe."
|
||||
icon = 'icons/goonstation/objects/syringe.dmi'
|
||||
item_state = "syringe_0"
|
||||
|
||||
@@ -175,16 +175,6 @@
|
||||
materials = list(MAT_METAL = 6000, MAT_SILVER = 600, MAT_URANIUM = 2000)
|
||||
build_path = /obj/item/ammo_box/magazine/wt550m9/wttx
|
||||
|
||||
/datum/design/rapidsyringe
|
||||
name = "Rapid Syringe Gun"
|
||||
desc = "A gun that fires many syringes."
|
||||
id = "rapidsyringe"
|
||||
req_tech = list("combat" = 2, "biotech" = 3)
|
||||
build_type = PROTOLATHE
|
||||
materials = list(MAT_METAL = 5000, MAT_GLASS = 1000)
|
||||
build_path = /obj/item/gun/syringe/rapidsyringe
|
||||
category = list("Weapons")
|
||||
|
||||
/datum/design/stunshell
|
||||
name = "Stun Shell"
|
||||
desc = "A stunning shell for a shotgun."
|
||||
|
||||
Reference in New Issue
Block a user