/obj/item/weapon/pneumatic_cannon name = "pneumatic cannon" desc = "A gas-powered cannon that can fire any object loaded into it." w_class = 4 force = 8 //Very heavy attack_verb = list("bludgeoned", "smashed", "beaten") icon = 'icons/obj/pneumaticCannon.dmi' icon_state = "pneumaticCannon" item_state = "bulldog" lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/guns_righthand.dmi' var/maxWeightClass = 20 //The max weight of items that can fit into the cannon var/loadedWeightClass = 0 //The weight of items currently in the cannon var/obj/item/weapon/tank/tank = null //The gas tank that is drawn from to fire things var/gasPerThrow = 3 //How much gas is drawn from a tank's pressure to fire var/list/loadedItems = list() //The items loaded into the cannon that will be fired out var/pressureSetting = 1 //How powerful the cannon is - higher pressure = more gas but more powerful throws /obj/item/weapon/pneumatic_cannon/examine(mob/user) ..() if(!in_range(user, src)) user << "You'll need to get closer to see any more." return for(var/obj/item/I in loadedItems) spawn(0) user << "\icon [I] It has \the [I] loaded." if(tank) user << "\icon [tank] It has \the [tank] mounted onto it." /obj/item/weapon/pneumatic_cannon/attackby(obj/item/weapon/W, mob/user, params) ..() if(istype(W, /obj/item/weapon/tank/) && !tank) if(istype(W, /obj/item/weapon/tank/emergency_oxygen)) user << "\The [W] is too small for \the [src]." return updateTank(W, 0, user) return if(W.type == type) user << "You're fairly certain that putting a pneumatic cannon inside another pneumatic cannon would cause a spacetime disruption." return if(istype(W, /obj/item/weapon/wrench)) switch(pressureSetting) if(1) pressureSetting = 2 if(2) pressureSetting = 3 if(3) pressureSetting = 1 user << "You tweak \the [src]'s pressure output to [pressureSetting]." return if(istype(W, /obj/item/weapon/screwdriver) && tank) updateTank(tank, 1, user) return if(loadedWeightClass >= maxWeightClass) user << "\The [src] can't hold any more items!" return if(istype(W, /obj/item)) var/obj/item/IW = W if((loadedWeightClass + IW.w_class) > maxWeightClass) user << "\The [IW] won't fit into \the [src]!" return if(IW.w_class > src.w_class) user << "\The [IW] is too large to fit into \the [src]!" return if(!user.unEquip(W)) return user << "You load \the [IW] into \the [src]." loadedItems.Add(IW) loadedWeightClass += IW.w_class IW.loc = src return /obj/item/weapon/pneumatic_cannon/afterattack(atom/target, mob/living/carbon/human/user, flag, params) if(istype(target, /obj/item/weapon/storage)) //So you can store it in backpacks return ..() if(istype(target, /obj/structure/closet)) //So you can store it in closets return ..() if(istype(target, /obj/structure/rack)) //So you can store it on racks return ..() if(!istype(user)) return ..() Fire(user, target) /obj/item/weapon/pneumatic_cannon/proc/Fire(var/mob/living/carbon/human/user, var/atom/target) if(!istype(user) && !target) return var/discharge = 0 if(!loadedItems || !loadedWeightClass) user << "\The [src] has nothing loaded." return if(!tank) user << "\The [src] can't fire without a source of gas." return if(tank && !tank.air_contents.remove(gasPerThrow * pressureSetting)) user << "\The [src] lets out a weak hiss and doesn't react!" return if(user && (CLUMSY in user.mutations) && prob(75)) user.visible_message("[user] loses their grip on [src], causing it to go off!", "[src] slips out of your hands and goes off!") user.drop_item() if(prob(10)) target = get_turf(user) else var/list/possible_targets = range(3,src) target = pick(possible_targets) discharge = 1 if(!discharge) user.visible_message("[user] fires \the [src]!", \ "You fire \the [src]!") add_logs(target, user, "fired at", src) playsound(src.loc, 'sound/weapons/sonic_jackhammer.ogg', 50, 1) for(var/obj/item/ITD in loadedItems) //Item To Discharge spawn(0) loadedItems.Remove(ITD) loadedWeightClass -= ITD.w_class ITD.throw_speed = pressureSetting * 2 ITD.loc = get_turf(src) ITD.throw_at(target, pressureSetting * 5, pressureSetting * 2,user) if(pressureSetting >= 3 && user) user.visible_message("[user] is thrown down by the force of the cannon!", "[src] slams into your shoulder, knocking you down!") user.Weaken(3) /obj/item/weapon/pneumatic_cannon/ghetto //Obtainable by improvised methods; more gas per use, less capacity, but smaller name = "improvised pneumatic cannon" desc = "A gas-powered, object-firing cannon made out of common parts." force = 5 w_class = 3 maxWeightClass = 7 gasPerThrow = 5 /datum/table_recipe/improvised_pneumatic_cannon //Pretty easy to obtain but name = "Pneumatic Cannon" result = /obj/item/weapon/pneumatic_cannon/ghetto tools = list(/obj/item/weapon/weldingtool, /obj/item/weapon/wrench) reqs = list(/obj/item/stack/sheet/metal = 4, /obj/item/stack/packageWrap = 8, /obj/item/pipe = 2) time = 300 /obj/item/weapon/pneumatic_cannon/proc/updateTank(obj/item/weapon/tank/thetank, removing = 0, mob/living/carbon/human/user) if(removing) if(!src.tank) return user << "You detach \the [thetank] from \the [src]." src.tank.loc = get_turf(user) user.put_in_hands(tank) src.tank = null if(!removing) if(src.tank) user << "\The [src] already has a tank." return if(!user.unEquip(thetank)) return user << "You hook \the [thetank] up to \the [src]." src.tank = thetank thetank.loc = src src.update_icons() /obj/item/weapon/pneumatic_cannon/proc/update_icons() src.overlays.Cut() if(!tank) return src.overlays += image('icons/obj/pneumaticCannon.dmi', "[tank.icon_state]") src.update_icon()