/obj/item/gun/rocketlauncher var/projectile name = "rocket launcher" desc = "Say hello to my little friend" icon_state = "rocket" item_state = "rocket" w_class = WEIGHT_CLASS_BULKY throw_speed = 2 throw_range = 10 force = 5.0 flags = CONDUCT origin_tech = "combat=6" var/missile_speed = 2 var/missile_range = 30 var/max_rockets = 1 var/list/rockets = new/list() /obj/item/gun/rocketlauncher/examine(mob/user) . = ..() . += "[rockets.len] / [max_rockets] rockets." /obj/item/gun/rocketlauncher/Destroy() QDEL_LIST(rockets) rockets = null return ..() /obj/item/gun/rocketlauncher/update_icon() return /obj/item/gun/rocketlauncher/attackby(obj/item/I, mob/user, params) if(istype(I, /obj/item/ammo_casing/rocket)) if(rockets.len < max_rockets) user.drop_item() I.loc = src rockets += I to_chat(user, "You put the rocket in [src].") to_chat(user, "[rockets.len] / [max_rockets] rockets.") else to_chat(user, "[src] cannot hold more rockets.") else return ..() /obj/item/gun/rocketlauncher/can_shoot() return rockets.len /obj/item/gun/rocketlauncher/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override = "") if(rockets.len) var/obj/item/ammo_casing/rocket/I = rockets[1] var/obj/item/missile/M = new /obj/item/missile(user.loc) playsound(user.loc, 'sound/effects/bang.ogg', 50, 1) M.primed = 1 M.throw_at(target, missile_range, missile_speed, user, 1) message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([name]).") log_game("[key_name_admin(user)] used a rocket launcher ([name]).") rockets -= I qdel(I) else to_chat(user, "[src] is empty.")