mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-01-04 22:52:03 +00:00
Fixed projectiles going into disposals.
Made the rapid syringe gun a subtype of the syringe gun, and reduced it's capacity to four syringes. Fixed the examine bug on syringe guns. Added a new sprite for the regular syringe gun. Added a new door for research. It's also used in robotics. Updated the air injector sprite. Fixed some pepperspray spelling errors. ~~REMOVED~~: the energy crossbow and chemsprayer from R&D. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3138 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -487,6 +487,7 @@
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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 = 'gun.dmi'
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icon_state = "syringegun"
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item_state = "syringegun"
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@@ -502,8 +503,7 @@
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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 << "\icon [src] Syringe gun:"
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usr << "\blue [syringes] / [max_syringes] Syringes."
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usr << "\blue [syringes.len] / [max_syringes] syringes."
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attackby(obj/item/I as obj, mob/user as mob)
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wrap(I, user)
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@@ -512,10 +512,10 @@
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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 the syringe gun."
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user << "\blue [syringes.len] / [max_syringes] Syringes."
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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 The syringe gun cannot hold more syringes."
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usr << "\red [src] cannot hold more syringes."
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afterattack(obj/target, mob/user , flag)
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if(!isturf(target.loc) || target == user) return
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@@ -523,7 +523,7 @@
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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 The syringe gun is empty."
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usr << "\red [src] is empty."
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proc
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fire_syringe(atom/target, mob/user)
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@@ -565,85 +565,11 @@
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return
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/obj/item/weapon/gun/rapidsyringe
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/obj/item/weapon/gun/syringe/rapidsyringe
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name = "rapid syringe gun"
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icon = 'gun.dmi'
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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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throw_speed = 4
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throw_range = 10
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force = 8.0
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var/list/syringes = new/list()
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var/max_syringes = 40
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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 << "\icon [src] Rapid Syringe gun:"
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usr << "\blue [syringes] / [max_syringes] Syringes."
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attackby(obj/item/I as obj, mob/user as mob)
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wrap(I, user)
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if(istype(I, /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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I.loc = src
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syringes += I
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user << "\blue You put the syringe in the rapid syringe gun."
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user << "\blue [syringes.len] / [max_syringes] Syringes."
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else
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usr << "\red The rapid syringe gun cannot hold more syringes."
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afterattack(obj/target, mob/user , flag)
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if(!isturf(target.loc) || target == user) return
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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 rapid The syringe gun is empty."
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proc
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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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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, '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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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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D.reagents.trans_to(M, 15)
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M.take_organ_damage(5)
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for(var/mob/O in viewers(world.view, D))
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O.show_message(text("\red [] was hit by the syringe!", M), 1)
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del(D)
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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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desc = "A modification of the syringe gun design, using a rotating cylinder to store up to four syringes."
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icon_state = "rapidsyringegun"
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max_syringes = 4
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/obj/structure/reagent_dispensers
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name = "Dispenser"
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@@ -387,7 +387,7 @@
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CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if (istype(mover,/obj/item))
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var/obj/item/I = mover
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if(istype(I, /obj/item/weapon/dummy))
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if(istype(I, /obj/item/weapon/dummy) || istype(I, /obj/item/projectile))
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return
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if(prob(75))
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I.loc = src
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@@ -1268,7 +1268,7 @@ datum
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materials = list("$gold" = 5000,"$uranium" = 10000, "mutagen" = 40)
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build_path = "/obj/item/weapon/gun/energy/decloner"
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locked = 1
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/*
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chemsprayer
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name = "Chem Sprayer"
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desc = "An advanced chem spraying device."
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@@ -1278,7 +1278,7 @@ datum
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materials = list("$metal" = 5000, "$glass" = 1000)
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reliability_base = 100
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build_path = "/obj/item/weapon/chemsprayer"
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*/
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rapidsyringe
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name = "Rapid Syringe Gun"
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desc = "A gun that fires many syringes."
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@@ -1286,8 +1286,8 @@ datum
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req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
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build_type = PROTOLATHE
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materials = list("$metal" = 5000, "$glass" = 1000)
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build_path = "/obj/item/weapon/gun/rapidsyringe"
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build_path = "/obj/item/weapon/gun/syringe/rapidsyringe"
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/*
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largecrossbow
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name = "Energy Crossbow"
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desc = "A weapon favoured by syndicate infiltration teams."
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@@ -1296,7 +1296,7 @@ datum
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build_type = PROTOLATHE
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materials = list("$metal" = 5000, "$glass" = 1000, "$uranium" = 1000, "$silver" = 1000)
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build_path = "/obj/item/weapon/gun/energy/crossbow/largecrossbow"
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*/
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temp_gun
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name = "Temperature Gun"
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desc = "A gun that shoots temperature bullet energythings to change temperature."//Change it if you want
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