/obj/item/firing_pin
name = "electronic firing pin"
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
icon = 'icons/obj/device.dmi'
icon_state = "firing_pin"
item_state = "pen"
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("poked")
var/fail_message = span_warning("INVALID USER.")
var/selfdestruct = 0 // Explode when user check is failed.
var/force_replace = 0 // Can forcefully replace other pins.
var/pin_removeable = 0 // Can be replaced by any pin.
var/obj/item/gun/gun
/obj/item/firing_pin/New(newloc)
..()
if(istype(newloc, /obj/item/gun))
gun = newloc
/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag)
if(istype(target, /obj/item/gun))
var/obj/item/gun/G = target
if(G.no_pin_required)
return
if(G.pin && (force_replace || G.pin.pin_removeable))
G.pin.forceMove(get_turf(G))
if(!G.pin.gun_remove(user))
return
to_chat(user, "You remove [G]'s old pin.")
if(!G.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return
gun_insert(user, G)
to_chat(user, "You insert [src] into [G].")
else
to_chat(user, "This firearm already has a firing pin installed.")
/obj/item/firing_pin/emag_act(mob/user)
if(obj_flags & EMAGGED)
return
obj_flags |= EMAGGED
to_chat(user, span_notice("You override the authentication mechanism."))
///what do we do when we are being added to a gun
/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
gun = G
forceMove(gun)
gun.pin = src
return
///pin removal proc, return TRUE if the gun is still intact when it's done, false if there is a "tragic" "accident"
/obj/item/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
gun = null
return TRUE
///can the pin be used by whoever is firing its gun
/obj/item/firing_pin/proc/pin_auth(mob/living/user)
return TRUE
///what happens if an authorization is failed, explodes if selfdestruct is TRUE
/obj/item/firing_pin/proc/auth_fail(mob/living/user)
user?.show_message(fail_message, MSG_VISUAL)
if(selfdestruct)
if(user)
user.show_message("[span_danger("SELF-DESTRUCTING...")]
", MSG_VISUAL)
to_chat(user, span_userdanger("[gun] explodes!"))
explosion(get_turf(gun), -1, 0, 2, 3)
if(gun)
qdel(gun)
/obj/item/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
/obj/item/firing_pin/clockie
name = "clockwork crystal shard"
desc = "A small enchanted shard which allows followers of Ratvar to use their weapons."
///can the pin be used by whoever is firing its gun
/obj/item/firing_pin/clockie/pin_auth(mob/living/user)
return is_clockcult(user)
// Test pin, works only near firing range.
/obj/item/firing_pin/test_range
name = "test-range firing pin"
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
fail_message = span_warning("TEST RANGE CHECK FAILED.")
pin_removeable = TRUE
/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
for(var/obj/machinery/magnetic_controller/M in range(user, 3))
return TRUE
return FALSE
// Implant pin, checks for implant
/obj/item/firing_pin/implant
name = "implant-keyed firing pin"
desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
fail_message = span_warning("IMPLANT CHECK FAILED.")
var/obj/item/implant/req_implant = null
/obj/item/firing_pin/implant/pin_auth(mob/living/user)
if(user)
for(var/obj/item/implant/I in user.implants)
if(req_implant && I.type == req_implant)
return TRUE
return FALSE
/obj/item/firing_pin/implant/mindshield
name = "mindshield firing pin"
desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
icon_state = "firing_pin_loyalty"
req_implant = /obj/item/implant/mindshield
/obj/item/firing_pin/implant/pindicate
name = "syndicate firing pin"
desc = "War has changed. It’s no longer about nations, ideologies, or ethnicity. It’s an endless series of proxy battles fought by mercenaries and machines. War – and its consumption of life – has become a well-oiled machine. War has changed. ID-tagged soldiers carry ID-tagged weapons, use ID-tagged gear. Nanomachines inside their bodies enhance and regulate their abilities. Genetic control. Information control. Emotion control. Battlefield control. Everything is monitored and kept under control. War has changed. The age of deterrence has become the age of control . . . All in the name of averting catastrophe from weapons of mass destruction. And he who controls the battlefield . . . controls history. War has changed. When the battlefield is under total control . . . War becomes routine."
icon_state = "firing_pin_pindi"
req_implant = /obj/item/implant/weapons_auth
// Honk pin, clown's joke item.
// Can replace other pins. Replace a pin in cap's laser for extra fun!
/obj/item/firing_pin/clown
name = "hilarious firing pin"
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
color = "#FFFF00"
fail_message = span_warning("HONK!")
force_replace = TRUE
/obj/item/firing_pin/clown/pin_auth(mob/living/user)
playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
return FALSE
// Ultra-honk pin, clown's deadly joke item.
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
return FALSE
return TRUE
/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
..()
G.clumsy_check = FALSE
/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
..()
// Now two times deadlier!
/obj/item/firing_pin/clown/ultra/selfdestruct
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
selfdestruct = TRUE
// fun pin
// for when you need a gun to not be fired by anyone else ever
/obj/item/firing_pin/fucked
name = "Syndicate Ultrasecure Firing Pin"
desc = "Get fuuuuuuuuucked."
selfdestruct = TRUE
/obj/item/firing_pin/fucked/pin_auth(mob/living/user)
if(faction_check(user.faction, list(ROLE_SYNDICATE), FALSE))
return TRUE
return FALSE
/obj/item/firing_pin/fucked/gun_remove(mob/living/user)
auth_fail(user)
return FALSE
// DNA-keyed pin.
// When you want to keep your toys for yourself.
/obj/item/firing_pin/dna
name = "DNA-keyed firing pin"
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
icon_state = "firing_pin_dna"
fail_message = span_warning("DNA CHECK FAILED.")
var/unique_enzymes = null
/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
if(proximity_flag && iscarbon(target))
var/mob/living/carbon/M = target
if(M.dna && M.dna.unique_enzymes)
unique_enzymes = M.dna.unique_enzymes
to_chat(user, span_notice("DNA-LOCK SET."))
/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(user && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return TRUE
return FALSE
/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(user && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
to_chat(user, span_notice("DNA-LOCK SET."))
else
..()
/obj/item/firing_pin/dna/dredd
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
selfdestruct = TRUE
// Laser tag pins
/obj/item/firing_pin/tag
name = "laser tag firing pin"
desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
fail_message = span_warning("SUIT CHECK FAILED.")
var/obj/item/clothing/suit/suit_requirement = null
var/tagcolor = ""
/obj/item/firing_pin/tag/pin_auth(mob/living/user)
if(ishuman(user))
var/mob/living/carbon/human/M = user
if(istype(M.wear_suit, suit_requirement))
return TRUE
to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
return FALSE
/obj/item/firing_pin/tag/red
name = "red laser tag firing pin"
icon_state = "firing_pin_red"
suit_requirement = /obj/item/clothing/suit/redtag
tagcolor = "red"
/obj/item/firing_pin/tag/blue
name = "blue laser tag firing pin"
icon_state = "firing_pin_blue"
suit_requirement = /obj/item/clothing/suit/bluetag
tagcolor = "blue"
/obj/item/firing_pin/Destroy()
if(gun)
gun.pin = null
return ..()