mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
* Steals tg's span macros * Fix alphabet * Updated some more spans * Misses a conflict * Fix compile errors * Converts more spans * oops
239 lines
8.4 KiB
Plaintext
239 lines
8.4 KiB
Plaintext
/obj/item/firing_pin
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name = "electronic firing pin"
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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."
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icon = 'icons/obj/device.dmi'
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icon_state = "firing_pin"
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item_state = "pen"
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flags_1 = CONDUCT_1
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("poked")
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var/fail_message = span_warning("INVALID USER.")
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var/selfdestruct = 0 // Explode when user check is failed.
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var/force_replace = 0 // Can forcefully replace other pins.
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var/pin_removeable = 0 // Can be replaced by any pin.
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var/obj/item/gun/gun
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/obj/item/firing_pin/New(newloc)
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..()
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if(istype(newloc, /obj/item/gun))
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gun = newloc
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/obj/item/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(proximity_flag)
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if(istype(target, /obj/item/gun))
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var/obj/item/gun/G = target
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if(G.pin && (force_replace || G.pin.pin_removeable))
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G.pin.forceMove(get_turf(G))
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if(!G.pin.gun_remove(user))
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return
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to_chat(user, "<span class ='notice'>You remove [G]'s old pin.</span>")
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if(!G.pin)
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if(!user.temporarilyRemoveItemFromInventory(src))
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return
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gun_insert(user, G)
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to_chat(user, "<span class ='notice'>You insert [src] into [G].</span>")
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else
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to_chat(user, "<span class ='notice'>This firearm already has a firing pin installed.</span>")
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/obj/item/firing_pin/emag_act(mob/user)
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if(obj_flags & EMAGGED)
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return
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obj_flags |= EMAGGED
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to_chat(user, span_notice("You override the authentication mechanism."))
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///what do we do when we are being added to a gun
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/obj/item/firing_pin/proc/gun_insert(mob/living/user, obj/item/gun/G)
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gun = G
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forceMove(gun)
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gun.pin = src
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return
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///pin removal proc, return TRUE if the gun is still intact when it's done, false if there is a "tragic" "accident"
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/obj/item/firing_pin/proc/gun_remove(mob/living/user)
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gun.pin = null
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gun = null
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return TRUE
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///can the pin be used by whoever is firing its gun
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/obj/item/firing_pin/proc/pin_auth(mob/living/user)
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return TRUE
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///what happens if an authorization is failed, explodes if selfdestruct is TRUE
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/obj/item/firing_pin/proc/auth_fail(mob/living/user)
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user?.show_message(fail_message, MSG_VISUAL)
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if(selfdestruct)
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if(user)
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user.show_message("[span_danger("SELF-DESTRUCTING...")]<br>", MSG_VISUAL)
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to_chat(user, span_userdanger("[gun] explodes!"))
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explosion(get_turf(gun), -1, 0, 2, 3)
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if(gun)
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qdel(gun)
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/obj/item/firing_pin/magic
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name = "magic crystal shard"
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desc = "A small enchanted shard which allows magical weapons to fire."
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// Test pin, works only near firing range.
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/obj/item/firing_pin/test_range
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name = "test-range firing pin"
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desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
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fail_message = span_warning("TEST RANGE CHECK FAILED.")
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pin_removeable = TRUE
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/obj/item/firing_pin/test_range/pin_auth(mob/living/user)
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for(var/obj/machinery/magnetic_controller/M in range(user, 3))
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return TRUE
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return FALSE
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// Implant pin, checks for implant
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/obj/item/firing_pin/implant
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name = "implant-keyed firing pin"
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desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
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fail_message = span_warning("IMPLANT CHECK FAILED.")
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var/obj/item/implant/req_implant = null
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/obj/item/firing_pin/implant/pin_auth(mob/living/user)
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if(user)
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for(var/obj/item/implant/I in user.implants)
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if(req_implant && I.type == req_implant)
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return TRUE
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return FALSE
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/obj/item/firing_pin/implant/mindshield
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name = "mindshield firing pin"
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desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
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icon_state = "firing_pin_loyalty"
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req_implant = /obj/item/implant/mindshield
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/obj/item/firing_pin/implant/pindicate
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name = "syndicate firing pin"
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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."
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icon_state = "firing_pin_pindi"
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req_implant = /obj/item/implant/weapons_auth
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// Honk pin, clown's joke item.
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// Can replace other pins. Replace a pin in cap's laser for extra fun!
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/obj/item/firing_pin/clown
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name = "hilarious firing pin"
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desc = "Advanced clowntech that can convert any firearm into a far more useful object."
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color = "#FFFF00"
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fail_message = span_warning("HONK!")
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force_replace = TRUE
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/obj/item/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src, 'sound/items/bikehorn.ogg', 50, 1)
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return FALSE
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// Ultra-honk pin, clown's deadly joke item.
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// A gun with ultra-honk pin is useful for clown and useless for everyone else.
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/obj/item/firing_pin/clown/ultra/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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if(user && (!(HAS_TRAIT(user, TRAIT_CLUMSY)) && !(user.mind && user.mind.assigned_role == "Clown")))
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return FALSE
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return TRUE
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/obj/item/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/gun/G)
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..()
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G.clumsy_check = FALSE
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/obj/item/firing_pin/clown/ultra/gun_remove(mob/living/user)
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gun.clumsy_check = initial(gun.clumsy_check)
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..()
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// Now two times deadlier!
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/obj/item/firing_pin/clown/ultra/selfdestruct
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desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
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selfdestruct = TRUE
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// fun pin
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// for when you need a gun to not be fired by anyone else ever
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/obj/item/firing_pin/fucked
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name = "Syndicate Ultrasecure Firing Pin"
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desc = "Get fuuuuuuuuucked."
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selfdestruct = TRUE
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/obj/item/firing_pin/fucked/pin_auth(mob/living/user)
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if(faction_check(user.faction, list(ROLE_SYNDICATE), FALSE))
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return TRUE
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return FALSE
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/obj/item/firing_pin/fucked/gun_remove(mob/living/user)
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auth_fail(user)
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return FALSE
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// DNA-keyed pin.
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// When you want to keep your toys for yourself.
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/obj/item/firing_pin/dna
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name = "DNA-keyed firing pin"
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desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
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icon_state = "firing_pin_dna"
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fail_message = span_warning("DNA CHECK FAILED.")
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var/unique_enzymes = null
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/obj/item/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
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. = ..()
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if(proximity_flag && iscarbon(target))
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var/mob/living/carbon/M = target
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if(M.dna && M.dna.unique_enzymes)
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unique_enzymes = M.dna.unique_enzymes
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to_chat(user, span_notice("DNA-LOCK SET."))
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/obj/item/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(user && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return TRUE
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return FALSE
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/obj/item/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(user && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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to_chat(user, span_notice("DNA-LOCK SET."))
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else
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..()
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/obj/item/firing_pin/dna/dredd
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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."
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selfdestruct = TRUE
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// Laser tag pins
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/obj/item/firing_pin/tag
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name = "laser tag firing pin"
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desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
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fail_message = span_warning("SUIT CHECK FAILED.")
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var/obj/item/clothing/suit/suit_requirement = null
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var/tagcolor = ""
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/obj/item/firing_pin/tag/pin_auth(mob/living/user)
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if(ishuman(user))
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var/mob/living/carbon/human/M = user
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if(istype(M.wear_suit, suit_requirement))
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return TRUE
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to_chat(user, span_warning("You need to be wearing [tagcolor] laser tag armor!"))
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return FALSE
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/obj/item/firing_pin/tag/red
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name = "red laser tag firing pin"
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icon_state = "firing_pin_red"
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suit_requirement = /obj/item/clothing/suit/redtag
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tagcolor = "red"
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/obj/item/firing_pin/tag/blue
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name = "blue laser tag firing pin"
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icon_state = "firing_pin_blue"
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suit_requirement = /obj/item/clothing/suit/bluetag
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tagcolor = "blue"
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/obj/item/firing_pin/Destroy()
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if(gun)
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gun.pin = null
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return ..()
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