Merge pull request #2254 from Markolie/swordnborg

Syndicate borg update, add medical syndicate borg, energy sword refactor
This commit is contained in:
TheDZD
2015-10-02 15:49:57 -04:00
40 changed files with 565 additions and 519 deletions
+1 -1
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@@ -790,7 +790,7 @@ 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/device/radio/headset(M), slot_l_ear)
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/sunglasses(M), slot_glasses)
M.equip_to_slot_or_del(new /obj/item/clothing/suit/wcoat(M), slot_wear_suit)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(M), slot_l_store)
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
var/obj/item/weapon/storage/secure/briefcase/sec_briefcase = new(M)
+1 -1
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@@ -151,7 +151,7 @@ var/global/sent_strike_team = 0
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/shield/energy(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
@@ -157,7 +157,7 @@ var/global/sent_syndicate_strike_team = 0
equip_to_slot_or_del(new /obj/item/weapon/pinpointer(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/disk/nuclear(src), slot_in_backpack)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword/saber(src), slot_l_store)
equip_to_slot_or_del(new /obj/item/weapon/grenade/empgrenade(src), slot_r_store)
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen/double/full(src), slot_s_store)
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/automatic/pistol/m2411(src), slot_belt)
+1 -1
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@@ -83,7 +83,7 @@
// Can't be equipped by any other species due to bone structure and vox cybernetics.
/obj/item/clothing/suit/space/vox
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 2
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.6
+2 -1
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@@ -1,3 +1,4 @@
/obj/item/clothing/head/helmet/space/rig/ert
name = "emergency response team helmet"
desc = "A helmet worn by members of the Nanotrasen Emergency Response Team. Armoured and space ready."
@@ -28,7 +29,7 @@
icon_state = "ert_commander"
item_state = "suit-command"
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 100, rad = 60)
allowed = list(/obj/item/device/flashlight, /obj/item/weapon/tank, /obj/item/device/t_scanner, /obj/item/weapon/rcd, /obj/item/weapon/crowbar, \
@@ -3,7 +3,7 @@
/obj/item/clothing/suit/space/eva/plasmaman
name = "plasmaman suit"
desc = "A special containment suit designed to protect a plasmaman's volatile body from outside exposure and quickly extinguish it in emergencies."
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 0
armor = list(melee = 0, bullet = 0, laser = 0 ,energy = 0, bomb = 0, bio = 100, rad = 20)
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
@@ -297,7 +297,7 @@
name = "blood red plasmaman suit"
icon_state = "plasmaman_Nukeops"
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank,/obj/item/weapon/gun,/obj/item/ammo_casing,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs)
siemens_coefficient = 0.6
/obj/item/clothing/head/helmet/space/eva/plasmaman/nuclear
+1 -1
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@@ -334,7 +334,7 @@
var/on = 1
action_button_name = "Toggle Hardsuit Mode"
armor = list(melee = 60, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
/obj/item/clothing/suit/space/rig/syndi/update_icon()
icon_state = "hardsuit[on]-[_color]"
+1 -1
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@@ -14,7 +14,7 @@
item_state = "space_suit_syndicate"
desc = "Has a tag on it: Totally not property of of a hostile corporation, honest!"
w_class = 3
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
allowed = list(/obj/item/weapon/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/weapon/melee/baton,/obj/item/weapon/melee/energy/sword/saber,/obj/item/weapon/restraints/handcuffs,/obj/item/weapon/tank)
slowdown = 1
armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30)
siemens_coefficient = 0.8
+54 -61
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@@ -467,7 +467,7 @@ var/list/robot_verbs_default = list(
// this function shows information about the malf_ai gameplay type in the status screen
/mob/living/silicon/robot/show_malf_ai()
..()
if(ticker.mode.name == "AI malfunction")
if(ticker && ticker.mode.name == "AI malfunction")
var/datum/game_mode/malfunction/malf = ticker.mode
for (var/datum/mind/malfai in malf.malf_ai)
if(connected_ai)
@@ -1198,13 +1198,13 @@ var/list/robot_verbs_default = list(
/mob/living/silicon/robot/proc/ResetSecurityCodes()
set category = "Robot Commands"
set name = "Reset Identity Codes"
set desc = "Scrambles your security and identification codes and resets your current buffers. Unlocks you and but permenantly severs you from your AI and the robotics console and will deactivate your camera system."
set desc = "Scrambles your security and identification codes and resets your current buffers. Unlocks you and but permanently severs you from your AI and the robotics console and will deactivate your camera system."
var/mob/living/silicon/robot/R = src
if(R)
R.UnlinkSelf()
R << "Buffers flushed and reset. Camera system shutdown. All systems operational."
R << "Buffers flushed and reset. Camera system shutdown. All systems operational."
src.verbs -= /mob/living/silicon/robot/proc/ResetSecurityCodes
/mob/living/silicon/robot/mode()
@@ -1264,75 +1264,50 @@ var/list/robot_verbs_default = list(
src << "Your icon has been set. You now require a module reset to change it."
/mob/living/silicon/robot/deathsquad
var/searching_for_ckey = 0
icon_state = "nano_bloodhound"
lawupdate = 0
scrambledcodes = 1
modtype = "Commando"
faction = list("nanotrasen")
designation = "NT Combat Cyborg"
designation = "Nanotrasen Combat"
req_access = list(access_cent_specops)
var/searching_for_ckey = 0
/mob/living/silicon/robot/deathsquad/New(loc)
if(!cell)
cell = new /obj/item/weapon/stock_parts/cell(src)
cell.maxcharge = 25000
cell.charge = 25000
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/deathsquad/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
laws = new /datum/ai_laws/deathsquad
module = new /obj/item/weapon/robot_module/deathsquad(src)
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
radio = new /obj/item/device/radio/borg/deathsquad(src)
radio.recalculateChannels()
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/deathsquad/attack_hand(mob/user)
if((ckey == null) && searching_for_ckey == 0)
user << "<span class='notice'>Now checking for possible candidates.</span>"
var/list/ghosts = list()
for(var/mob/dead/observer/G in player_list)
ghosts += G
get_borg_occupant(user, ghosts)
return
/mob/living/silicon/robot/deathsquad/proc/get_borg_occupant(mob/user as mob, var/list/possiblecandidates = list())
var/time_passed = world.time
searching_for_ckey = 1
if(possiblecandidates.len <= 0)
searching_for_ckey = 0
user << "<span class='notice'>Cyborg MMI interface failure, unit unable to be started.</span>"
return
if(isnull(ckey) && !searching_for_ckey)
searching_for_ckey = 1
user << "<span class='notice'>Now checking for possible borgs.</span>"
var/list/borg_candidates = pollCandidates("Do you want to play as a Nanotrasen Combat borg?", poll_time = 300)
if(borg_candidates.len > 0 && isnull(ckey))
searching_for_ckey = 0
var/mob/M = pick(borg_candidates)
M.mind.transfer_to(src)
M.mind.assigned_role = "MODE"
M.mind.special_role = "Death Commando"
ticker.mode.traitors |= M.mind // Adds them to current traitor list. Which is really the extra antagonist list.
key = M.key
else
searching_for_ckey = 0
user << "<span class='notice'>Unable to connect to Central Command. Please wait and try again later.</span>"
return
else
var/possibleborg = pick(possiblecandidates)
spawn(0)
var/input = alert(possibleborg,"Do you want to spawn in as a cyborg for the NT Deathsquad?","Please answer in thirty seconds!","Yes","No")
var/mob/dead/observer/C = possibleborg
if(input == "Yes" && ckey == null && C.client)
if((world.time-time_passed)>300)
return
possiblecandidates -= possibleborg
searching_for_ckey = 0
C.mind.transfer_to(src)
C.mind.assigned_role = "MODE"
C.mind.special_role = "Death Commando"
ticker.mode.traitors |= C.mind // Adds them to current traitor list. Which is really the extra antagonist list.
src.key = C.key
else
possiblecandidates -= possibleborg
get_borg_occupant(user, possiblecandidates)
return
sleep(300)
if(searching_for_ckey)
possiblecandidates -= possibleborg
get_borg_occupant(user, possiblecandidates)
return
user << "<span class='warning'>[src] is already checking for possible borgs.</span>"
return
/mob/living/silicon/robot/syndicate
icon_state = "syndie_bloodhound"
@@ -1340,29 +1315,47 @@ var/list/robot_verbs_default = list(
scrambledcodes = 1
modtype = "Synd"
faction = list("syndicate")
designation = "Syndicate"
designation = "Syndicate Assault"
modtype = "Syndicate"
req_access = list(access_syndicate)
lawchannel = "State"
var/playstyle_string = "<span class='userdanger'>You are a Syndicate assault cyborg!</span><br>\
<b>You are armed with powerful offensive tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your cyborg LMG will slowly produce ammunition from your power supply, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/New(loc)
if(!cell)
cell = new /obj/item/weapon/stock_parts/cell(src)
cell.maxcharge = 25000
cell.charge = 25000
..()
cell.maxcharge = 25000
cell.charge = 25000
/mob/living/silicon/robot/syndicate/init()
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
laws = new /datum/ai_laws/syndicate_override
module = new /obj/item/weapon/robot_module/syndicate(src)
aiCamera = new/obj/item/device/camera/siliconcam/robot_camera(src)
radio = new /obj/item/device/radio/borg/syndicate(src)
radio.recalculateChannels()
spawn(5)
if(playstyle_string)
src << playstyle_string
playsound(loc, 'sound/mecha/nominalsyndi.ogg', 75, 0)
/mob/living/silicon/robot/syndicate/medical
icon_state = "syndi-medi"
designation = "Syndicate Medical"
playstyle_string = "<span class='userdanger'>You are a Syndicate medical cyborg!</span><br>\
<b>You are armed with powerful medical tools to aid you in your mission: help the operatives secure the nuclear authentication disk. \
Your hypospray will produce Restorative Nanites, a wonder-drug that will heal most types of bodily damages, including clone and brain damage. It also produces morphine for offense. \
Your defibrillator paddles can revive operatives through their hardsuits, or can be used on harm intent to shock enemies! \
Your energy saw functions as a circular saw, but can be activated to deal more damage, and your operative pinpointer will find and locate fellow nuclear operatives. \
<i>Help the operatives secure the disk at all costs!</i></b>"
/mob/living/silicon/robot/syndicate/medical/init()
..()
module = new /obj/item/weapon/robot_module/syndicate_medical(src)
/mob/living/silicon/robot/proc/notify_ai(var/notifytype, var/oldname, var/newname)
if(!connected_ai)
@@ -344,7 +344,7 @@
fix_modules()
/obj/item/weapon/robot_module/syndicate
name = "syndicate robot module"
name = "syndicate assault robot module"
/obj/item/weapon/robot_module/syndicate/New()
src.modules += new /obj/item/device/flash/cyborg(src)
@@ -358,6 +358,44 @@
src.emag = null
fix_modules()
/obj/item/weapon/robot_module/syndicate_medical
name = "syndicate medical robot module"
stacktypes = list(
/obj/item/stack/medical/advanced/bruise_pack = 25,
/obj/item/stack/medical/advanced/ointment = 25,
/obj/item/stack/medical/splint = 25,
/obj/item/stack/nanopaste = 25
)
/obj/item/weapon/robot_module/syndicate_medical/New()
src.modules += new /obj/item/device/flash/cyborg(src)
src.modules += new /obj/item/device/healthanalyzer/advanced(src)
src.modules += new /obj/item/device/reagent_scanner/adv(src)
src.modules += new /obj/item/weapon/borg_defib(src)
src.modules += new /obj/item/roller_holder(src)
src.modules += new /obj/item/weapon/reagent_containers/borghypo/syndicate(src)
src.modules += new /obj/item/weapon/extinguisher/mini(src)
src.modules += new /obj/item/stack/medical/advanced/bruise_pack(src)
src.modules += new /obj/item/stack/medical/advanced/ointment(src)
src.modules += new /obj/item/stack/medical/splint(src)
src.modules += new /obj/item/stack/nanopaste(src)
src.modules += new /obj/item/weapon/scalpel(src)
src.modules += new /obj/item/weapon/hemostat(src)
src.modules += new /obj/item/weapon/retractor(src)
src.modules += new /obj/item/weapon/cautery(src)
src.modules += new /obj/item/weapon/bonegel(src)
src.modules += new /obj/item/weapon/FixOVein(src)
src.modules += new /obj/item/weapon/bonesetter(src)
src.modules += new /obj/item/weapon/surgicaldrill(src)
src.modules += new /obj/item/weapon/melee/energy/sword/cyborg/saw(src) //Energy saw -- primary weapon
src.modules += new /obj/item/weapon/card/emag(src)
src.modules += new /obj/item/weapon/tank/jetpack/carbondioxide(src)
src.modules += new /obj/item/weapon/crowbar(src)
src.modules += new /obj/item/weapon/pinpointer/operative(src)
src.emag = null
fix_modules()
/obj/item/weapon/robot_module/combat
name = "combat robot module"
@@ -52,7 +52,7 @@
melee_damage_upper = 25
icon_state = "syndicatemelee"
icon_living = "syndicatemelee"
weapon1 = /obj/item/weapon/melee/energy/sword/red
weapon1 = /obj/item/weapon/melee/energy/sword/saber/red
weapon2 = /obj/item/weapon/shield/energy
attacktext = "slashes"
attack_sound = 'sound/weapons/bladeslice.ogg'
+1
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@@ -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
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@@ -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
+18
View File
@@ -1040,3 +1040,21 @@ datum/reagent/haloperidol/on_mob_life(var/mob/living/M as mob)
result_amount = 3
min_temp = 370
mix_message = "The solution gently swirls with a metallic sheen."
datum/reagent/medicine/syndicate_nanites //Used exclusively by Syndicate medical cyborgs
name = "Restorative Nanites"
id = "syndicate_nanites"
description = "Miniature medical robots that swiftly restore bodily damage. May begin to attack their host's cells in high amounts."
reagent_state = SOLID
color = "#555555"
datum/reagent/medicine/syndicate_nanites/on_mob_life(mob/living/M)
M.adjustBruteLoss(-5*REM) //A ton of healing - this is a 50 telecrystal investment.
M.adjustFireLoss(-5*REM)
M.adjustOxyLoss(-15*REM)
M.adjustToxLoss(-5*REM)
M.adjustBrainLoss(-15*REM)
M.adjustCloneLoss(-3*REM)
..()
return
@@ -22,6 +22,14 @@
/obj/item/weapon/reagent_containers/borghypo/crisis
reagent_ids = list("salglu_solution", "epinephrine", "sal_acid")
/obj/item/weapon/reagent_containers/borghypo/syndicate
name = "syndicate cyborg hypospray"
desc = "An experimental piece of Syndicate technology used to produce powerful restorative nanites used to very quickly restore injuries of all types. Also metabolizes potassium iodide, for radiation poisoning, and morphine, for offense."
icon_state = "borghypo_s"
charge_cost = 20
recharge_time = 2
reagent_ids = list("syndicate_nanites", "potass_iodide", "ether")
/obj/item/weapon/reagent_containers/borghypo/New()
..()
@@ -92,7 +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)
@@ -104,8 +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>"
@@ -184,7 +184,7 @@
)
else if( \
istype(W, /obj/item/weapon/circular_saw) || \
istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \
istype(W, /obj/item/weapon/melee/energy/sword/saber) && W:active || \
istype(W, /obj/item/weapon/melee/energy/blade) || \
istype(W, /obj/item/weapon/shovel) || \
istype(W, /obj/item/weapon/hatchet) \
+1
View File
@@ -18,6 +18,7 @@
/datum/surgery_step/open_encased/saw
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/melee/energy/sword/cyborg/saw = 100, \
/obj/item/weapon/hatchet = 75
)
+2 -1
View File
@@ -24,7 +24,7 @@
/obj/item/weapon/scalpel/laser3 = 95, \
/obj/item/weapon/scalpel/laser2 = 85, \
/obj/item/weapon/scalpel/laser1 = 75, \
/obj/item/weapon/melee/energy/sword = 5
/obj/item/weapon/melee/energy/sword/saber = 5
)
min_duration = 90
@@ -270,6 +270,7 @@
/datum/surgery_step/generic/amputate
allowed_tools = list(
/obj/item/weapon/circular_saw = 100, \
/obj/item/weapon/melee/energy/sword/cyborg/saw = 100, \
/obj/item/weapon/hatchet = 75, \
/obj/item/weapon/melee/arm_blade = 60
)