/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 m_amt = 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() ..() usr << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining." return /obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob) if(!syringes.len) user << "[src] is empty." 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 << "You unload [S] from \the [src]!" 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 << "You load [A] into \the [src]!" syringes.Add(A) A.loc = src return 1 else usr << "[src] cannot hold more syringes." 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