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* Part1 * IT COMPILES!!!! * Fuck wait this was missing from that last * Update handlabeler.dm * Update handlabeler.dm * Fixes n shit * Fix this * Fixes #23310 * Fucking @RemieRichards was right * Fixes devil unEquip * WTF ARE BITFLAGS? * THERES THE FUCKING PROBLEM * Fixes
222 lines
7.3 KiB
Plaintext
222 lines
7.3 KiB
Plaintext
/obj/item/device/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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origin_tech = "materials=2;combat=4"
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flags = CONDUCT
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w_class = WEIGHT_CLASS_TINY
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attack_verb = list("poked")
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var/emagged = 0
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var/fail_message = "<span class='warning'>INVALID USER.</span>"
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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/weapon/gun/gun
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/obj/item/device/firing_pin/New(newloc)
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..()
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if(istype(newloc, /obj/item/weapon/gun))
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gun = newloc
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/obj/item/device/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
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if(proximity_flag)
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if(istype(target, /obj/item/weapon/gun))
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var/obj/item/weapon/gun/G = target
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if(G.pin && (force_replace || G.pin.pin_removeable))
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G.pin.loc = get_turf(G)
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G.pin.gun_remove(user)
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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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user << "<span class ='notice'>You insert [src] into [G].</span>"
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else
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user << "<span class ='notice'>This firearm already has a firing pin installed.</span>"
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/obj/item/device/firing_pin/emag_act(mob/user)
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if(!emagged)
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emagged = 1
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user << "<span class='notice'>You override the authentication mechanism.</span>"
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/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/weapon/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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/obj/item/device/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
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/obj/item/device/firing_pin/proc/pin_auth(mob/living/user)
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return 1
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/obj/item/device/firing_pin/proc/auth_fail(mob/living/user)
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user.show_message(fail_message, 1)
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if(selfdestruct)
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user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", 1)
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user << "<span class='userdanger'>[gun] explodes!</span>"
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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/device/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/device/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 class='warning'>TEST RANGE CHECK FAILED.</span>"
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pin_removeable = 1
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origin_tech = "combat=2;materials=2"
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/obj/item/device/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 1
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return 0
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// Implant pin, checks for implant
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/obj/item/device/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 class='warning'>IMPLANT CHECK FAILED.</span>"
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var/obj/item/weapon/implant/req_implant = null
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/obj/item/device/firing_pin/implant/pin_auth(mob/living/user)
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if(iscarbon(user))
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var/mob/living/carbon/C = user
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for(var/obj/item/weapon/implant/I in C.implants)
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if(req_implant && I.type == req_implant)
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return 1
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return 0
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/obj/item/device/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/weapon/implant/mindshield
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/obj/item/device/firing_pin/implant/pindicate
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name = "syndicate firing pin"
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icon_state = "firing_pin_pindi"
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req_implant = /obj/item/weapon/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/device/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 class='warning'>HONK!</span>"
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force_replace = 1
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/obj/item/device/firing_pin/clown/pin_auth(mob/living/user)
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playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
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return 0
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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/device/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.disabilities & CLUMSY) && !(user.mind && user.mind.assigned_role == "Clown"))
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return 0
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return 1
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/obj/item/device/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/weapon/gun/G)
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..()
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G.clumsy_check = 0
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/obj/item/device/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/device/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 = 1
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// DNA-keyed pin.
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// When you want to keep your toys for youself.
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/obj/item/device/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 class='warning'>DNA CHECK FAILED.</span>"
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var/unique_enzymes = null
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/obj/item/device/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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user << "<span class='notice'>DNA-LOCK SET.</span>"
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/obj/item/device/firing_pin/dna/pin_auth(mob/living/carbon/user)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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if(user.dna.unique_enzymes == unique_enzymes)
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return 1
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return 0
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/obj/item/device/firing_pin/dna/auth_fail(mob/living/carbon/user)
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if(!unique_enzymes)
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if(istype(user) && user.dna && user.dna.unique_enzymes)
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unique_enzymes = user.dna.unique_enzymes
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user << "<span class='notice'>DNA-LOCK SET.</span>"
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else
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..()
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/obj/item/device/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 = 1
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// Laser tag pins
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/obj/item/device/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 class='warning'>SUIT CHECK FAILED.</span>"
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var/obj/item/clothing/suit/suit_requirement = null
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var/tagcolor = ""
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/obj/item/device/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 1
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user << "<span class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>"
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return 0
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/obj/item/device/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/device/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/device/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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