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https://github.com/VOREStation/VOREStation.git
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e956d13a6b
* jobs, access and radio to defines * . * . * urg * . * . * finish the radio freqs * why * . * . * ticker initial * eh --------- Co-authored-by: Cameron Lennox <killer65311@gmail.com>
161 lines
6.4 KiB
Plaintext
161 lines
6.4 KiB
Plaintext
// -------------- Protector -------------
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/obj/item/gun/energy/gun/protector
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name = "secure small energy gun"
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desc = "The LAEP95 'Protector' is another firearm from Lawson Arms and "+TSC_HEPH+", unlike the Perun this is designed for issue to non-security staff. It contains a detachable cell, and an alert-level-locked lethal mode, only usable on code blue and higher. It also features an integrated flashlight!"
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description_info = "This gun can only be fired in lethal mode while on higher security alert levels. It is legal for sec to carry for this reason, since it cannot be used for lethal force until SOP allows it, in essence."
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description_fluff = "A lighter weapon designed for non-security staff, this gun has a wireless connection to the computer's datacore to ensure it can't be used without authorization from heads of staff who have raised the alert level. Until then, *click*!"
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description_antag = "The gun can be emagged to remove the lethal security level restriction, allowing it to be fired on lethal mode at all times."
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icon = 'icons/vore/custom_guns_vr.dmi'
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icon_state = "prot"
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icon_override = 'icons/vore/custom_guns_vr.dmi'
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item_state = "gun"
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fire_sound = 'sound/weapons/taser.ogg'
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projectile_type = /obj/item/projectile/beam/stun
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modifystate = "stun"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2)
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charge_sections = 3 //For the icon
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ammo_x_offset = 2
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ammo_y_offset = 0
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can_flashlight = TRUE
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light_state = "prot_light"
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flight_x_offset = 0
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flight_y_offset = 0
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actions_types = list(/datum/action/item_action/toggle_gunlight)
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var/gun_light_icon = TRUE
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var/gun_light_on = FALSE
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var/brightness_on = 5
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w_class = ITEMSIZE_SMALL
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firemodes = list(
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list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="stun", charge_cost = 400),
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list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, modifystate="kill", charge_cost = 800),
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)
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var/emagged = FALSE
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/obj/item/gun/energy/gun/protector/special_check(mob/user)
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if(!emagged && mode_name == "lethal" && get_security_level() == "green")
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to_chat(user,span_warning("The trigger refuses to depress while on the lethal setting under security level green!"))
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return FALSE
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return ..()
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/obj/item/gun/energy/gun/protector/ui_action_click(mob/user, actiontype)
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gun_light_on = !gun_light_on
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playsound(src, 'sound/weapons/empty.ogg', 40, TRUE)
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update_brightness(user)
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update_icon()
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/obj/item/gun/energy/gun/protector/proc/update_brightness(mob/user = null)
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if(gun_light_on)
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set_light(brightness_on)
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else
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set_light(0)
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/obj/item/gun/energy/gun/protector/emag_act(var/remaining_charges,var/mob/user)
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..()
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if(!emagged)
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emagged = TRUE
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to_chat(user,span_warning("You disable the alert level locking mechanism on \the [src]!"))
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return TRUE
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//Update icons from /tg/, so fancy! Use this more!
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/obj/item/gun/energy/gun/protector/update_icon()
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cut_overlays()
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var/ratio = 0
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/* Don't have one for this gun
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var/itemState = null
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if(!initial(item_state))
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itemState = icon_state
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*/
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var/iconState = "[icon_state]_charge"
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if (modifystate)
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add_overlay("[icon_state]_[modifystate]")
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iconState += "_[modifystate]"
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/* Don't have one for this gun
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if(itemState)
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itemState += "[modifystate]"
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*/
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if(power_supply)
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ratio = CEILING(((power_supply.charge / power_supply.maxcharge) * charge_sections), 1)
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if(power_supply.charge < charge_cost)
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add_overlay("[icon_state]_empty")
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else
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if(!shaded_charge)
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var/mutable_appearance/charge_overlay = mutable_appearance(icon, iconState)
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for(var/i = ratio, i >= 1, i--)
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charge_overlay.pixel_x = ammo_x_offset * (i - 1)
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add_overlay(charge_overlay)
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else
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add_overlay("[icon_state]_[modifystate][ratio]")
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if(can_flashlight & gun_light_on)
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var/mutable_appearance/flashlight_overlay = mutable_appearance(icon, light_state)
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flashlight_overlay.pixel_x = flight_x_offset
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flashlight_overlay.pixel_y = flight_y_offset
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add_overlay(light_state)
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/* Don't have one for this gun
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if(itemState)
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itemState += "[ratio]"
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item_state = itemState
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*/
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/obj/item/gun/energy/gun/protector/unlocked
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emagged = TRUE
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name = "small energy gun"
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desc = "The LAEP95 'Protector' is another firearm from Lawson Arms and "+TSC_HEPH+", unlike the Perun this is designed for issue to non-security staff. It contains a detachable cell. It also features an integrated flashlight!"
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/obj/item/gun/energy/gun/protector/pilotgun/locked
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name = "secure shuttle-protection pistol"
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desc = "The LAEP97 'Defender' is a variant of another firearm from Lawson Arms and "+TSC_HEPH+", designed to be issued to pilots for defence of their craft from trespassers whilst in-flight. It contains a detachable cell, two modes of fire and a safety interlock to minimize workplace accidents. It also features an integrated flashlight!"
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description_info = "This gun can only fire non-lethally. Additionally, it's incapable of firing within the proximity of Nanotrasen facilities courtesy of the built-in safety interlock."
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description_fluff = "A lighter weapon designed for pilots, this gun has a wireless connection to the computer's datacore to ensure it can't be used within the bounds of NT facilities without authorization from ranking members of security, or the Captain."
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firemodes = list(
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list(mode_name="stunbeam", projectile_type=/obj/item/projectile/beam/stun/med, modifystate="stun", charge_cost = 400),
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list(mode_name="electrode", projectile_type=/obj/item/projectile/energy/electrode/strong, modifystate="zap", charge_cost = 800),
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)
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req_access = list(ACCESS_ARMORY) //for toggling safety
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var/locked = 1
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var/lockable = 1
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/obj/item/gun/energy/gun/protector/pilotgun/locked/attackby(obj/item/I, mob/user)
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var/obj/item/card/id/id = I.GetID()
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if(istype(id) && lockable)
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if(check_access(id))
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locked = !locked
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to_chat(user, span_warning("You [locked ? "enable" : "disable"] the safety interlock on \the [src]."))
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else
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to_chat(user, span_warning("Access denied."))
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user.visible_message(span_notice("[user] swipes \the [I] against \the [src]."))
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else
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return ..()
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/obj/item/gun/energy/gun/protector/pilotgun/locked/emag_act(var/remaining_charges,var/mob/user)
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return ..()
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/obj/item/gun/energy/gun/protector/pilotgun/locked/special_check(mob/user)
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if(locked)
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var/turf/T = get_turf(src)
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if(T.z in using_map.station_levels)
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to_chat(user, span_warning("The safety device prevents the gun from firing this close to the facility."))
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return 0
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return ..()
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