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🆑 tweak: medbeams heal tox and oxy slighty /🆑 why: because some dude having 1 tox damage and not being able to heal is really frustating
136 lines
3.6 KiB
Plaintext
136 lines
3.6 KiB
Plaintext
/obj/item/gun/medbeam
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name = "Medical Beamgun"
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desc = "Don't cross the streams!"
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = WEIGHT_CLASS_NORMAL
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var/mob/living/current_target
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var/last_check = 0
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var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
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var/max_range = 8
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var/active = 0
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var/datum/beam/current_beam = null
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var/mounted = 0 //Denotes if this is a handheld or mounted version
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weapon_weight = WEAPON_MEDIUM
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/obj/item/gun/medbeam/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/gun/medbeam/Destroy(mob/user)
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STOP_PROCESSING(SSobj, src)
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LoseTarget()
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return ..()
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/obj/item/gun/medbeam/dropped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/equipped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/proc/LoseTarget()
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if(active)
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qdel(current_beam)
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current_beam = null
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active = 0
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on_beam_release(current_target)
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current_target = null
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/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(isliving(user))
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add_fingerprint(user)
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if(current_target)
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LoseTarget()
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if(!isliving(target))
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return
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current_target = target
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active = TRUE
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current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
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INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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/obj/item/gun/medbeam/process()
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var/source = loc
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if(!mounted && !isliving(source))
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LoseTarget()
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return
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if(!current_target)
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LoseTarget()
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return
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if(world.time <= last_check+check_delay)
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return
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last_check = world.time
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if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
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LoseTarget()
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if(isliving(source))
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to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
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return
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if(current_target)
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on_beam_tick(current_target)
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/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
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var/turf/user_turf = user.loc
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if(mounted)
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user_turf = get_turf(user)
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else if(!istype(user_turf))
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return 0
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var/obj/dummy = new(user_turf)
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dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
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for(var/turf/turf in getline(user_turf,target))
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if(mounted && turf == user_turf)
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continue //Mechs are dense and thus fail the check
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if(turf.density)
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qdel(dummy)
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return 0
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for(var/atom/movable/AM in turf)
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if(!AM.CanPass(dummy,turf,1))
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qdel(dummy)
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return 0
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for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
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if(B.owner.origin != current_beam.origin)
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explosion(B.loc,0,3,5,8)
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qdel(dummy)
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return 0
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qdel(dummy)
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return 1
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/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
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return
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/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
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if(target.health != target.maxHealth)
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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target.adjustToxLoss(-1)
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target.adjustOxyLoss(-1)
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return
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/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
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return
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/obj/effect/ebeam/medical
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name = "medical beam"
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//////////////////////////////Mech Version///////////////////////////////
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/obj/item/gun/medbeam/mech
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mounted = 1
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/obj/item/gun/medbeam/mech/Initialize()
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. = ..()
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STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
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