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* biting off more than I can chew, but I feel like hurting myself * more shit * progress continues, moral stays sameish * bite of 2587 * mod_theme down, but probably broken * 385 errors, 16 warnings, zero tgui interactions * 292 19 * final strech to buggy mess, break time * it compiles. It almost fucking certainly doesnt work, but it compiles * fudhsciffubgsbgpgb actions not working as should for modules * fuck it we'll just open the pr as we work on it * icons work now * tgui stuff * more progress * JUDGEMENT * IT LIVES. TGUI LIVES. Special thanks to Sirryan and my brother. * jetpacks, gps, and go do what exo-suits yourself * almost ready * sorry to whoever has to review this * should work™️ * should be good now * pushing changes so I can do reviews next * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * lore™️ Adds illegals level to modsuit parts from syndicate. * early returns * and these illegals * no uplink reference idiot * mod inhands are a good idea * this is needed for inhands nerd * Bomb detector working, modsutis cover ears. skin things * overslotting removal, cyborg charging, ert loadout for gamma * duplicated signal * modsuit themes, removes broken mister / bad base type module, 2 cores in robotics. * tether module, orb module, holster stuff * built in no slip, cheaper 87 * removes modules already installed, engineer ert get jetpack, equip into modsuit storage * comments spaces and duplicate flags * Some adjustments and thoughts on armor, heads get guns because they are cool like that / looting command members armor * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Compile TGUI, slowdown adjustment, Modsuit to MODsuit * sonar, do after, more equipment, acid handling * overlay bugs / ERT / DS suits autodeploy * middle click action buttons * traders, sec modsuit energy nerf * surplus weighting * Kinesis module. * Pathfinder module, kinesis balance, blueprint for pathfinder and kinesis * more power / unused module removed * name, ds fix, pre equipped to cc suit * depot / grammer * ok should be good™️ * overslot, dupe gun, missing suit storage * stealth nerf, new kit * gun stuff / ds theme * bio armor is gone * let me push changes please thank you * makes shocks work right * copies over some changes TG made to module prices after porting * Merge remote-tracking branch 'upstream/master' into Because-I-hate-myself-and-someone-has-to-try-it- * sirryans changes Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Update code/modules/telesci/gps.dm Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * Control define, ERT / DS have gloves / boots again. * Apply suggestions from code review Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> * More changes * god I hate tgui. Why do all the bundles live underground, instead of in my basement? * she updates my master till I testmerge * modsuits can recharge again * fixes a lot of shit * Ready for TM probably * sure fuck it whatever that makes sense I guess * the pinpointer works better™️ * Another storage module bug fix * hair and medical stuff * fuck fuck fuck * fixes sonar * Bag exploit fixes / plasma runtimes / ear nerf * dna lock improvement / cryostorage * whoops * Ball form second cooldown wasn't helping, no more infinite cores * she springs my lock till I ***SNAP*** * plasmaman no longer die * fixes modsuit emp issues * atmos no longer fucking dies * Fixes, module printing, and a restriction on newly constructed modsuits * Inventory code my hated * WOOO PREFERENCE CODE WOOOOO * icons my hated * fix for mods / spaceproof shit * holy shit whhhyyyyy * backpack first * Update mod_theme.dm * prevent infinite gun arms / infinite modsuit cores / syndicate modules * fixes tm error * scream loudly if species sprites break. They shouldn't, but, you know. * deconflicted with luck * converts to refit for species * fix pathfinder * fixes modsuits being funky power wise * lockboxes :gatto: , as well as DN-MP shield lock, and slight nerf to atmos modsuit * nerfs the atmos modsuit * magboots for ds / CC modsuit * downside of autosave: typing in wrong window saves bad stuff * Gamma ERT have internal cameras again. * spellcheck when * ah fuck * yes delete the null that works * whoops * fixes error / description * un vulps your cannon * fixes tails disapeering on base modsuits * space to underscore * tgui fix / tajaran * springlock buff, cryopod fix * u helps * WHO PUTS A GUN IN ITEMS * tgui moment * mining modsuit nerf / hidden holster module * PAIN * UNATHI TIDE STATION WIDE * I love special code * slightly dense * shark jumpscare * fixes ghost item, fixes springlock being bad * YIPPEEEE IT WORKED * she decons my flict * pain * ebbas days are numbered :^) * hidden * r-r-r-ebuild * fixes more bugs * qwerty, you are dense * fixes gps * fix mulebot crate * level fix * adds back icon * moving storage, fix bug, modules activate / deactivate message * yeah * yeah * yeah™️ * steels requests * windoors no longer make pathfinder module explode * chat spam * oil slicks + modsuits * whoops * bag check * ofc * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/datums/uplink_items/uplink_nuclear.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/mod_control.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> * Update code/modules/mod/modules/module_pathfinder.dm Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com> Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com> Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
273 lines
9.3 KiB
Plaintext
273 lines
9.3 KiB
Plaintext
#define SYRINGE_DRAW 0
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#define SYRINGE_INJECT 1
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#define SYRINGE_BROKEN 2
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/obj/item/reagent_containers/syringe
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name = "syringe"
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desc = "A syringe."
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icon = 'icons/goonstation/objects/syringe.dmi'
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item_state = "syringe_0"
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icon_state = "0"
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belt_icon = "syringe"
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amount_per_transfer_from_this = 5
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possible_transfer_amounts = null
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volume = 15
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sharp = TRUE
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var/busy = FALSE
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var/mode = SYRINGE_DRAW
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var/projectile_type = /obj/item/projectile/bullet/dart/syringe
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materials = list(MAT_METAL=10, MAT_GLASS=20)
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container_type = TRANSPARENT
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///If this variable is true, the syringe will work through hardsuits / modsuits / biosuits.
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var/penetrates_thick = FALSE
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/obj/item/reagent_containers/syringe/Initialize(mapload)
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. = ..()
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if(list_reagents) //syringe starts in inject mode if its already got something inside
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mode = SYRINGE_INJECT
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update_icon()
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/obj/item/reagent_containers/syringe/set_APTFT()
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set hidden = TRUE
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/obj/item/reagent_containers/syringe/on_reagent_change()
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update_icon()
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/obj/item/reagent_containers/syringe/pickup(mob/user)
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. = ..()
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update_icon()
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/obj/item/reagent_containers/syringe/dropped(mob/user)
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..()
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update_icon()
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/obj/item/reagent_containers/syringe/attack_self(mob/user)
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mode = !mode
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update_icon()
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/obj/item/reagent_containers/syringe/attack_hand()
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..()
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update_icon()
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/obj/item/reagent_containers/syringe/attack(mob/living/M, mob/living/user, def_zone)
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return
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/obj/item/reagent_containers/syringe/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/storage/bag))
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..()
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/obj/item/reagent_containers/syringe/afterattack(atom/target, mob/user , proximity)
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if(!proximity)
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return
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if(!target.reagents)
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return
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var/mob/living/L
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if(isliving(target))
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L = target
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if(!L.can_inject(user, TRUE, penetrate_thick = penetrates_thick))
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return
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switch(mode)
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if(SYRINGE_DRAW)
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if(reagents.holder_full())
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to_chat(user, "<span class='notice'>The syringe is full.</span>")
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return
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if(L) //living mob
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var/drawn_amount = reagents.maximum_volume - reagents.total_volume
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if(target != user)
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target.visible_message("<span class='danger'>[user] is trying to take a blood sample from [target]!</span>", \
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"<span class='userdanger'>[user] is trying to take a blood sample from [target]!</span>")
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busy = TRUE
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if(!do_mob(user, target))
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busy = FALSE
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return
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if(reagents.holder_full())
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return
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busy = FALSE
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if(L.transfer_blood_to(src, drawn_amount))
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user.visible_message("<span class='notice'>[user] takes a blood sample from [L].</span>")
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else
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to_chat(user, "<span class='warning'>You are unable to draw any blood from [L]!</span>")
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else //if not mob
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if(!target.reagents.total_volume)
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to_chat(user, "<span class='warning'>[target] is empty!</span>")
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return
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if(!target.is_drawable(user))
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to_chat(user, "<span class='warning'>You cannot directly remove reagents from [target]!</span>")
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return
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var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
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to_chat(user, "<span class='notice'>You fill [src] with [trans] units of the solution. It now contains [reagents.total_volume] units.</span>")
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if(reagents.holder_full())
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mode = !mode
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update_icon()
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if(SYRINGE_INJECT)
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if(!reagents.total_volume)
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to_chat(user, "<span class='notice'>[src] is empty.</span>")
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return
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if(!L && !target.is_injectable(user)) //only checks on non-living mobs, due to how can_inject() handles
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to_chat(user, "<span class='warning'>You cannot directly fill [target]!</span>")
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return
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if(target.reagents.total_volume >= target.reagents.maximum_volume)
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to_chat(user, "<span class='notice'>[target] is full.</span>")
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return
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if(L) //living mob
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if(!L.can_inject(user, TRUE, penetrate_thick = penetrates_thick))
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return
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if(L != user)
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L.visible_message("<span class='danger'>[user] is trying to inject [L]!</span>", \
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"<span class='userdanger'>[user] is trying to inject you!</span>")
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if(!do_mob(user, L))
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return
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if(!reagents.total_volume)
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return
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if(L.reagents.total_volume >= L.reagents.maximum_volume)
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return
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L.visible_message("<span class='danger'>[user] injects [L] with the syringe!", \
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"<span class='userdanger'>[user] injects [L] with the syringe!")
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var/list/rinject = list()
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for(var/datum/reagent/R in reagents.reagent_list)
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rinject += R.name
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var/contained = english_list(rinject)
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add_attack_logs(user, L, "Injected with [name] containing [contained], transfered [amount_per_transfer_from_this] units", reagents.harmless_helper() ? ATKLOG_ALMOSTALL : null)
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var/fraction = min(amount_per_transfer_from_this / reagents.total_volume, 1)
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reagents.reaction(L, REAGENT_INGEST, fraction)
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reagents.trans_to(target, amount_per_transfer_from_this)
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to_chat(user, "<span class='notice'>You inject [amount_per_transfer_from_this] units of the solution. The syringe now contains [reagents.total_volume] units.</span>")
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if(reagents.total_volume <= 0 && mode == SYRINGE_INJECT)
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mode = SYRINGE_DRAW
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update_icon()
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/obj/item/reagent_containers/syringe/update_icon_state()
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var/rounded_vol
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if(reagents && reagents.total_volume)
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rounded_vol = clamp(round((reagents.total_volume / volume * 15), 5), 1, 15)
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else
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rounded_vol = 0
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icon_state = "[rounded_vol]"
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item_state = "syringe_[rounded_vol]"
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/obj/item/reagent_containers/syringe/update_overlays()
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. = ..()
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var/rounded_vol
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if(reagents && reagents.total_volume)
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rounded_vol = clamp(round((reagents.total_volume / volume * 15), 5), 1, 15)
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var/image/filling_overlay = mutable_appearance('icons/obj/reagentfillings.dmi', "syringe[rounded_vol]")
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filling_overlay.icon += mix_color_from_reagents(reagents.reagent_list)
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. += filling_overlay
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if(ismob(loc))
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var/mob/M = loc
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var/injoverlay
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switch(mode)
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if(SYRINGE_DRAW)
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injoverlay = "draw"
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if(SYRINGE_INJECT)
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injoverlay = "inject"
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. += injoverlay
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M.update_inv_l_hand()
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M.update_inv_r_hand()
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/obj/item/reagent_containers/syringe/Crossed(mob/living/carbon/human/H, oldloc)
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if(!istype(H) || !H.reagents || HAS_TRAIT(H, TRAIT_PIERCEIMMUNE) || ismachineperson(H))
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return
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if(H.floating || H.flying || H.buckled)
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return
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if(!IS_HORIZONTAL(H) && (H.shoes || (H.wear_suit && (H.wear_suit.body_parts_covered & FEET)) || (H.w_uniform && (H.w_uniform.body_parts_covered & FEET))))
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return
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if(IS_HORIZONTAL(H) && ((H.wear_suit && (H.wear_suit.body_parts_covered & UPPER_TORSO)) || (H.w_uniform && (H.w_uniform.body_parts_covered & UPPER_TORSO))))
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return
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H.visible_message("<span class='danger'>[H] is injected by [src].</span>", \
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"<span class='userdanger'>You are injected by [src]!</span>")
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if(IS_HORIZONTAL(H))
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H.apply_damage(5, BRUTE, BODY_ZONE_CHEST)
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else
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H.apply_damage(5, BRUTE, pick(BODY_ZONE_PRECISE_L_FOOT, BODY_ZONE_PRECISE_R_FOOT))
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if(reagents.total_volume && H.reagents.total_volume < H.reagents.maximum_volume)
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var/inject_amount = reagents.total_volume
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reagents.reaction(H, REAGENT_INGEST, inject_amount)
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reagents.trans_to(H, inject_amount)
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update_icon()
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/obj/item/reagent_containers/syringe/antiviral
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name = "syringe (spaceacillin)"
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desc = "Contains antiviral agents."
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list_reagents = list("spaceacillin" = 15)
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/obj/item/reagent_containers/syringe/charcoal
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name = "syringe (charcoal)"
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desc = "Contains charcoal - used to treat toxins and damage from toxins."
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list_reagents = list("charcoal" = 15)
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/obj/item/reagent_containers/syringe/epinephrine
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name = "syringe (Epinephrine)"
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desc = "Contains epinephrine - used to stabilize patients."
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list_reagents = list("epinephrine" = 15)
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/obj/item/reagent_containers/syringe/insulin
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name = "syringe (insulin)"
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desc = "Contains insulin - used to treat diabetes."
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list_reagents = list("insulin" = 15)
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/obj/item/reagent_containers/syringe/calomel
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name = "syringe (calomel)"
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desc = "Contains calomel, which be used to purge impurities, but is highly toxic itself."
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list_reagents = list("calomel" = 15)
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/obj/item/reagent_containers/syringe/heparin
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name = "syringe (heparin)"
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desc = "Contains heparin, a blood anticoagulant."
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list_reagents = list("heparin" = 15)
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/obj/item/reagent_containers/syringe/bioterror
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name = "bioterror syringe"
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desc = "Contains several paralyzing reagents."
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list_reagents = list("neurotoxin" = 5, "capulettium_plus" = 5, "sodium_thiopental" = 5)
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/obj/item/reagent_containers/syringe/gluttony
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name = "Gluttony's Blessing"
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desc = "A syringe recovered from a dread place. It probably isn't wise to use."
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amount_per_transfer_from_this = 1
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volume = 1
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list_reagents = list("gluttonytoxin" = 1)
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/obj/item/reagent_containers/syringe/capulettium_plus
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name = "capulettium plus syringe"
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desc = "For silencing targets. Allows for fake deaths."
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list_reagents = list("capulettium_plus" = 15)
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/obj/item/reagent_containers/syringe/sarin
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name = "sarin syringe"
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desc = "A deadly neurotoxin, for killing."
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list_reagents = list("sarin" = 15)
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/obj/item/reagent_containers/syringe/pancuronium
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name = "pancuronium syringe"
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desc = "A powerful paralyzing poison."
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list_reagents = list("pancuronium" = 15)
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/obj/item/reagent_containers/syringe/lethal
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name = "lethal injection syringe"
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desc = "A syringe used for lethal injections. It can hold up to 50 units."
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amount_per_transfer_from_this = 50
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volume = 50
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list_reagents = list("toxin" = 15, "pancuronium" = 10, "cyanide" = 5, "facid" = 10, "fluorine" = 10)
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