mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-11 15:14:27 +01:00
Dart and Syringegun
This commit is contained in:
@@ -125,6 +125,11 @@
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/obj/item/ammo_casing/shotgun/dart/attackby()
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return
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/obj/item/ammo_casing/syringegun
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name = "syringe gun spring"
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desc = "A high-power spring that throws syringes."
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projectile_type = null
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/obj/item/ammo_casing/shotgun/fakebeanbag
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name = "beanbag shell"
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desc = "A weak beanbag shell."
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@@ -24,18 +24,24 @@
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return
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/obj/item/weapon/gun/projectile/process_chambered()
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/obj/item/weapon/gun/projectile/process_chambered(var/eject_casing = 1, var/empty_chamber = 1)
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// if(in_chamber)
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// return 1
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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AC.loc = get_turf(src) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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chambered = null
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if(eject_casing)
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AC.loc = get_turf(src) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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if(empty_chamber)
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chambered = null
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chamber_round()
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if(AC.BB)
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if(AC.reagents && AC.BB.reagents)
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var/datum/reagents/casting_reagents = AC.reagents
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casting_reagents.trans_to(AC.BB, casting_reagents.total_volume) //For chemical darts/bullets
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casting_reagents.delete()
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.update_icon()
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@@ -12,18 +12,7 @@
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return
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/obj/item/weapon/gun/projectile/revolver/process_chambered()
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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chambered = null
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chamber_round()
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.BB = null
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AC.update_icon()
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return 1
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return 0
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return ..(0, 1)
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/obj/item/weapon/gun/projectile/revolver/attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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@@ -36,21 +36,10 @@
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/obj/item/weapon/gun/projectile/shotgun/process_chambered()
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(isnull(AC) || !istype(AC))
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return 0
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if(AC.BB)
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if(AC.reagents && AC.BB.reagents)
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var/datum/reagents/casting_reagents = AC.reagents
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casting_reagents.trans_to(AC.BB, casting_reagents.total_volume) //For chemical darts
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casting_reagents.delete()
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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AC.BB = null
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AC.update_icon()
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return 1
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return 0
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return ..(0, 0)
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/obj/item/weapon/gun/projectile/shotgun/chamber_round()
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return
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/obj/item/weapon/gun/projectile/shotgun/attack_self(mob/living/user as mob)
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if(recentpump) return
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@@ -75,7 +75,7 @@
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proj_hit = 1
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qdel(src)
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proc/on_hit(var/atom/target, var/blocked = 0)
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proc/on_hit(var/atom/target, var/blocked = 0, var/hit_zone)
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if(!isliving(target)) return 0
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if(isanimal(target)) return 0
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var/mob/living/L = target
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@@ -107,6 +107,12 @@
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loc = A.loc
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return 0// nope.avi
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var/reagent_note
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if(reagents && reagents.reagent_list)
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reagent_note = " REAGENTS:"
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for(var/datum/reagent/R in reagents.reagent_list)
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reagent_note += R.id + " ("
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reagent_note += num2text(R.volume) + ") "
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//Lower accurancy/longer range tradeoff. Distance matters a lot here, so at
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// close distance, actually RAISE the chance to hit.
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var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
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@@ -124,18 +130,18 @@
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playsound(loc, hitsound, 20, 1, -1)
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visible_message("\red [A.name] is hit by the [src.name] in the [parse_zone(def_zone)]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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if(istype(firer, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>"
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>[reagent_note]"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src.type]</b>[reagent_note]"
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if(M.ckey && chatlog_attacks)
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msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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msg_admin_attack("[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src][reagent_note] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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if(!iscarbon(firer))
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M.LAssailant = null
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else
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M.LAssailant = firer
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>[reagent_note]"
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if(M.ckey && chatlog_attacks)
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a [src][reagent_note] (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[firer.x];Y=[firer.y];Z=[firer.z]'>JMP</a>)") //BS12 EDIT ALG
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spawn(0)
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if(A)
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@@ -144,6 +144,8 @@
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name = "dart"
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icon_state = "cbbolt"
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damage = 6
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embed = 0
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sharp = 0
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New()
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..()
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@@ -297,4 +297,17 @@
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starting_chems = list("kelotane","bicaridine","anti_toxin")
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/obj/item/weapon/gun/dartgun/vox/raider
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starting_chems = list("space_drugs","stoxin","impedrezene")
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starting_chems = list("space_drugs","stoxin","impedrezene")
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/obj/effect/syringe_gun_dummy //moved this shitty thing here
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name = ""
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desc = ""
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icon = 'icons/obj/chemical.dmi'
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icon_state = "null"
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anchored = 1
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density = 0
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New()
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var/datum/reagents/R = new/datum/reagents(15)
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reagents = R
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R.my_atom = src
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@@ -1,136 +1,67 @@
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/obj/item/weapon/gun/syringe
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name = "syringe gun"
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desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
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icon = 'icons/obj/gun.dmi'
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desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
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icon_state = "syringegun"
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item_state = "syringegun"
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w_class = 3.0
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w_class = 3
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throw_speed = 2
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throw_range = 10
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force = 4.0
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var/list/syringes = new/list()
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var/max_syringes = 1
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force = 4
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m_amt = 2000
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clumsy_check = 0
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fire_sound = 'sound/items/syringeproj.ogg'
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var/list/syringes = list()
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var/max_syringes = 1
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/obj/item/weapon/gun/syringe/process_chambered()
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if(!syringes.len) return 0
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var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
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if(!S) return 0
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in_chamber = new /obj/item/projectile/bullet/dart/syringe(src)
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S.reagents.trans_to(in_chamber, S.reagents.total_volume)
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in_chamber.name = S.name
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syringes.Remove(S)
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del(S)
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return 1
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/obj/item/weapon/gun/syringe/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 << "\blue [syringes.len] / [max_syringes] syringes."
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usr << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
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return
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/obj/item/weapon/gun/syringe/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/weapon/reagent_containers/syringe))
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var/obj/item/weapon/reagent_containers/syringe/S = I
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if(S.mode != 2)//SYRINGE_BROKEN in syringes.dm
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if(syringes.len < max_syringes)
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user.drop_item()
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I.loc = src
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syringes += I
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user << "\blue You put the syringe in [src]."
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user << "\blue [syringes.len] / [max_syringes] syringes."
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else
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usr << "\red [src] cannot hold more syringes."
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/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
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if(!syringes.len)
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user << "<span class='notice'>[src] is empty.</span>"
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return 0
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var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
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if(!S) return 0
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S.loc = user.loc
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syringes.Remove(S)
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user << "<span class = 'notice'>You unload [S] from \the [src]!</span>"
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return 1
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/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1)
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if(istype(A, /obj/item/weapon/reagent_containers/syringe))
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if(syringes.len < max_syringes)
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user.drop_item()
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user << "<span class='notice'>You load [A] into \the [src]!</span>"
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syringes.Add(A)
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A.loc = src
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return 1
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else
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usr << "\red This syringe is broken!"
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/obj/item/weapon/gun/syringe/afterattack(obj/target, mob/user , flag)
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if(!isturf(target.loc) || target == user) return
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..()
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/obj/item/weapon/gun/syringe/can_fire()
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return syringes.len
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/obj/item/weapon/gun/syringe/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
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return 1 //SHOOT AND LET THE GOD GUIDE IT (probably will hit a wall anyway)
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/obj/item/weapon/gun/syringe/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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if(syringes.len)
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spawn(0) fire_syringe(target,user)
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else
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usr << "\red [src] is empty."
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/obj/item/weapon/gun/syringe/proc/fire_syringe(atom/target, mob/user)
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if (locate (/obj/structure/table, src.loc))
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return
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else
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var/turf/trg = get_turf(target)
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var/obj/effect/syringe_gun_dummy/D = new/obj/effect/syringe_gun_dummy(get_turf(src))
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var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
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if((!S) || (!S.reagents)) //ho boy! wot runtimes!
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return
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S.reagents.trans_to(D, S.reagents.total_volume)
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syringes -= S
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del(S)
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D.icon_state = "syringeproj"
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D.name = "syringe"
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playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
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for(var/i=0, i<6, i++)
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if(!D) break
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if(D.loc == trg) break
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step_towards(D,trg)
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if(D)
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for(var/mob/living/carbon/M in D.loc)
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if(!istype(M,/mob/living/carbon)) continue
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if(M == user) continue
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//Syringe gun attack logging by Yvarov
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var/R
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if(D.reagents)
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for(var/datum/reagent/A in D.reagents.reagent_list)
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R += A.id + " ("
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R += num2text(A.volume) + "),"
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if (istype(M, /mob))
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M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
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user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
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if(M.ckey)
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msg_admin_attack("[user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(!iscarbon(user))
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M.LAssailant = null
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else
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M.LAssailant = user
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else
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
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msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
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if(D.reagents)
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D.reagents.trans_to(M, 15)
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M.visible_message("<span class='danger'>[M] is hit by the syringe!</span>")
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del(D)
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break
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if(D)
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for(var/atom/A in D.loc)
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if(A == user) continue
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if(A.density) del(D)
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sleep(1)
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if (D) spawn(10) del(D)
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return
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usr << "<span class='notice'>[src] cannot hold more syringes.</span>"
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return 0
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/obj/item/weapon/gun/syringe/rapidsyringe
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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 four syringes."
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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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max_syringes = 4
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/obj/effect/syringe_gun_dummy
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name = ""
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desc = ""
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icon = 'icons/obj/chemical.dmi'
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icon_state = "null"
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anchored = 1
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density = 0
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New()
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var/datum/reagents/R = new/datum/reagents(15)
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reagents = R
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R.my_atom = src
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max_syringes = 6
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Block a user