/obj/item/device/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"
origin_tech = "materials=2;combat=4"
flags = CONDUCT
w_class = WEIGHT_CLASS_TINY
attack_verb = list("poked")
var/emagged = 0
var/fail_message = "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/weapon/gun/gun
/obj/item/device/firing_pin/New(newloc)
..()
if(istype(newloc, /obj/item/weapon/gun))
gun = newloc
/obj/item/device/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
if(proximity_flag)
if(istype(target, /obj/item/weapon/gun))
var/obj/item/weapon/gun/G = target
if(G.pin && (force_replace || G.pin.pin_removeable))
G.pin.loc = get_turf(G)
G.pin.gun_remove(user)
user << "You remove [G]'s old pin."
if(!G.pin)
if(!user.temporarilyRemoveItemFromInventory(src))
return
gun_insert(user, G)
user << "You insert [src] into [G]."
else
user << "This firearm already has a firing pin installed."
/obj/item/device/firing_pin/emag_act(mob/user)
if(!emagged)
emagged = 1
user << "You override the authentication mechanism."
/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/weapon/gun/G)
gun = G
forceMove(gun)
gun.pin = src
return
/obj/item/device/firing_pin/proc/gun_remove(mob/living/user)
gun.pin = null
gun = null
return
/obj/item/device/firing_pin/proc/pin_auth(mob/living/user)
return 1
/obj/item/device/firing_pin/proc/auth_fail(mob/living/user)
user.show_message(fail_message, 1)
if(selfdestruct)
user.show_message("SELF-DESTRUCTING...
", 1)
user << "[gun] explodes!"
explosion(get_turf(gun), -1, 0, 2, 3)
if(gun)
qdel(gun)
/obj/item/device/firing_pin/magic
name = "magic crystal shard"
desc = "A small enchanted shard which allows magical weapons to fire."
// Test pin, works only near firing range.
/obj/item/device/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 = "TEST RANGE CHECK FAILED."
pin_removeable = 1
origin_tech = "combat=2;materials=2"
/obj/item/device/firing_pin/test_range/pin_auth(mob/living/user)
for(var/obj/machinery/magnetic_controller/M in range(user, 3))
return 1
return 0
// Implant pin, checks for implant
/obj/item/device/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 = "IMPLANT CHECK FAILED."
var/obj/item/weapon/implant/req_implant = null
/obj/item/device/firing_pin/implant/pin_auth(mob/living/user)
if(iscarbon(user))
var/mob/living/carbon/C = user
for(var/obj/item/weapon/implant/I in C.implants)
if(req_implant && I.type == req_implant)
return 1
return 0
/obj/item/device/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/weapon/implant/mindshield
/obj/item/device/firing_pin/implant/pindicate
name = "syndicate firing pin"
icon_state = "firing_pin_pindi"
req_implant = /obj/item/weapon/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/device/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 = "HONK!"
force_replace = 1
/obj/item/device/firing_pin/clown/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
return 0
// 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/device/firing_pin/clown/ultra/pin_auth(mob/living/user)
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
if(!(user.disabilities & CLUMSY) && !(user.mind && user.mind.assigned_role == "Clown"))
return 0
return 1
/obj/item/device/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/weapon/gun/G)
..()
G.clumsy_check = 0
/obj/item/device/firing_pin/clown/ultra/gun_remove(mob/living/user)
gun.clumsy_check = initial(gun.clumsy_check)
..()
// Now two times deadlier!
/obj/item/device/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 = 1
// DNA-keyed pin.
// When you want to keep your toys for youself.
/obj/item/device/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 = "DNA CHECK FAILED."
var/unique_enzymes = null
/obj/item/device/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
user << "DNA-LOCK SET."
/obj/item/device/firing_pin/dna/pin_auth(mob/living/carbon/user)
if(istype(user) && user.dna && user.dna.unique_enzymes)
if(user.dna.unique_enzymes == unique_enzymes)
return 1
return 0
/obj/item/device/firing_pin/dna/auth_fail(mob/living/carbon/user)
if(!unique_enzymes)
if(istype(user) && user.dna && user.dna.unique_enzymes)
unique_enzymes = user.dna.unique_enzymes
user << "DNA-LOCK SET."
else
..()
/obj/item/device/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 = 1
// Laser tag pins
/obj/item/device/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 = "SUIT CHECK FAILED."
var/obj/item/clothing/suit/suit_requirement = null
var/tagcolor = ""
/obj/item/device/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 1
user << "You need to be wearing [tagcolor] laser tag armor!"
return 0
/obj/item/device/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/device/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/device/firing_pin/Destroy()
if(gun)
gun.pin = null
return ..()