/obj/item/weapon/gun/medbeam name = "Medical Beamgun" desc = "Delivers medical nanites in a focused beam." icon = 'icons/obj/chronos.dmi' icon_state = "chronogun" item_state = "chronogun" w_class = 3.0 var/mob/living/current_target var/last_check = 0 var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though var/max_range = 8 var/active = 0 var/datum/beam/current_beam = null heavy_weapon = 1 /obj/item/weapon/gun/medbeam/New() ..() processing_objects.Add(src) /obj/item/weapon/gun/medbeam/Destroy() processing_objects.Remove(src) return ..() /obj/item/weapon/gun/medbeam/dropped(mob/user) ..() LoseTarget() /obj/item/weapon/gun/medbeam/proc/LoseTarget() if(active) qdel(current_beam) active = 0 on_beam_release(current_target) current_target = null /obj/item/weapon/gun/medbeam/Fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params) add_fingerprint(user) if(current_target) LoseTarget() if(!isliving(target)) return current_target = target active = 1 current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical) spawn(0) current_beam.Start() feedback_add_details("gun_fired","[src.type]") /obj/item/weapon/gun/medbeam/process() var/mob/living/carbon/human/H = loc if(!istype(H)) LoseTarget() return if(!current_target) LoseTarget() return if(world.time <= last_check+check_delay) return last_check = world.time if(get_dist(H,current_target)>max_range || !los_check(H,current_target)) LoseTarget() H << "You lose control of the beam!" return if(current_target) on_beam_tick(current_target) /obj/item/weapon/gun/medbeam/proc/los_check(mob/user,mob/target) var/turf/user_turf = user.loc if(!istype(user_turf)) return 0 var/obj/dummy = new(user_turf) dummy.pass_flags |= PASSTABLE & PASSGLASS & PASSGRILLE //Grille/Glass so it can be used through common windows for(var/turf/turf in getline(user_turf,target)) if(turf.density) qdel(dummy) return 0 for(var/atom/movable/AM in turf) if(!AM.CanPass(dummy,turf,1)) qdel(dummy) return 0 for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams! if(B.owner != current_beam) explosion(B.loc,0,3,5,8) qdel(dummy) return 0 qdel(dummy) return 1 /obj/item/weapon/gun/medbeam/proc/on_beam_hit(var/mob/living/target) return /obj/item/weapon/gun/medbeam/proc/on_beam_tick(var/mob/living/target) target.adjustBruteLoss(-4) target.adjustFireLoss(-4) if(ishuman(target)) var/var/mob/living/carbon/human/H = target for(var/obj/item/organ/external/E in H.organs) if(prob(10)) if(E.mend_fracture()) E.perma_injury = 0 return /obj/item/weapon/gun/medbeam/proc/on_beam_release(var/mob/living/target) return /obj/effect/ebeam/medical name = "medical beam"