mirror of
https://github.com/fulpstation/fulpstation.git
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* Doubtful improvement * Switches out all the magic numbers with defines * Thanks travis for finally finding a real error * properly resolves some left over conflict
326 lines
12 KiB
Plaintext
326 lines
12 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 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/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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G.pin.gun_remove(user)
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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 class='notice'>You override the authentication mechanism.</span>")
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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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/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
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/obj/item/firing_pin/proc/pin_auth(mob/living/user)
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return TRUE
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/obj/item/firing_pin/proc/auth_fail(mob/living/user)
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if(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 class='danger'>SELF-DESTRUCTING...</span><br>", MSG_VISUAL)
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to_chat(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/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 class='warning'>TEST RANGE CHECK FAILED.</span>"
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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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if(!istype(user))
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return FALSE
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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 class='warning'>IMPLANT CHECK FAILED.</span>"
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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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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 class='warning'>HONK!</span>"
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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, TRUE)
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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, TRUE)
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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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// 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 class='warning'>DNA CHECK FAILED.</span>"
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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 class='notice'>DNA-LOCK SET.</span>")
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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 class='notice'>DNA-LOCK SET.</span>")
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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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// Paywall pin, brought to you by ARMA 3 DLC.
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// Checks if the user has a valid bank account on an ID and if so attempts to extract a one-time payment to authorize use of the gun. Otherwise fails to shoot.
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/obj/item/firing_pin/paywall
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name = "paywall firing pin"
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desc = "A firing pin with a built-in configurable paywall."
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color = "#FFD700"
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fail_message = ""
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var/list/gun_owners = list() //list of people who've accepted the license prompt. If this is the multi-payment pin, then this means they accepted the waiver that each shot will cost them money
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var/payment_amount //how much gets paid out to license yourself to the gun
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var/obj/item/card/id/pin_owner
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var/multi_payment = FALSE //if true, user has to pay everytime they fire the gun
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var/owned = FALSE
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var/active_prompt = FALSE //purchase prompt to prevent spamming it
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/obj/item/firing_pin/paywall/attack_self(mob/user)
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multi_payment = !multi_payment
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to_chat(user, "<span class='notice'>You set the pin to [( multi_payment ) ? "process payment for every shot" : "one-time license payment"].</span>")
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/obj/item/firing_pin/paywall/examine(mob/user)
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. = ..()
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if(pin_owner)
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. += "<span class='notice'>This firing pin is currently authorized to pay into the account of [pin_owner.registered_name].</span>"
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/obj/item/firing_pin/paywall/gun_insert(mob/living/user, obj/item/gun/G)
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if(!pin_owner)
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to_chat(user, "<span class='warning'>ERROR: Please swipe valid identification card before installing firing pin!</span>")
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return
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gun = G
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forceMove(gun)
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gun.pin = src
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if(multi_payment)
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gun.desc += "<span class='notice'> This [gun.name] has a per-shot cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].</span>"
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return
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gun.desc += "<span class='notice'> This [gun.name] has a license permit cost of [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""].</span>"
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return
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/obj/item/firing_pin/paywall/gun_remove(mob/living/user)
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gun.desc = initial(desc)
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..()
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/obj/item/firing_pin/paywall/attackby(obj/item/M, mob/user, params)
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if(istype(M, /obj/item/card/id))
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var/obj/item/card/id/id = M
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if(!id.registered_account)
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to_chat(user, "<span class='warning'>ERROR: Identification card lacks registered bank account!</span>")
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return
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if(id != pin_owner && owned)
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to_chat(user, "<span class='warning'>ERROR: This firing pin has already been authorized!</span>")
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return
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if(id == pin_owner)
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to_chat(user, "<span class='notice'>You unlink the card from the firing pin.</span>")
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gun_owners -= user
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pin_owner = null
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owned = FALSE
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return
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var/transaction_amount = input(user, "Insert valid deposit amount for gun purchase", "Money Deposit") as null|num
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if(transaction_amount < 1)
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to_chat(user, "<span class='warning'>ERROR: Invalid amount designated.</span>")
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return
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if(!transaction_amount)
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return
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pin_owner = id
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owned = TRUE
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payment_amount = transaction_amount
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gun_owners += user
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to_chat(user, "<span class='notice'>You link the card to the firing pin.</span>")
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/obj/item/firing_pin/paywall/pin_auth(mob/living/user)
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if(!istype(user))//nice try commie
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return FALSE
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if(ishuman(user))
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var/datum/bank_account/credit_card_details
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var/mob/living/carbon/human/H = user
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if(H.get_bank_account())
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credit_card_details = H.get_bank_account()
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if(H in gun_owners)
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if(multi_payment && credit_card_details)
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if(credit_card_details.adjust_money(-payment_amount))
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pin_owner.registered_account.adjust_money(payment_amount)
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return TRUE
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to_chat(user, "<span class='warning'>ERROR: User balance insufficent for successful transaction!</span>")
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return FALSE
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return TRUE
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if(credit_card_details && !active_prompt)
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var/license_request = alert(usr, "Do you wish to pay [payment_amount] credit[( payment_amount > 1 ) ? "s" : ""] for [( multi_payment ) ? "each shot of [gun.name]" : "usage license of [gun.name]"]?", "Weapon Purchase", "Yes", "No")
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active_prompt = TRUE
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if(!user.canUseTopic(src, BE_CLOSE))
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active_prompt = FALSE
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return FALSE
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switch(license_request)
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if("Yes")
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if(credit_card_details.adjust_money(-payment_amount))
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pin_owner.registered_account.adjust_money(payment_amount)
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gun_owners += H
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to_chat(user, "<span class='notice'>Gun license purchased, have a secure day!</span>")
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active_prompt = FALSE
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return FALSE //we return false here so you don't click initially to fire, get the prompt, accept the prompt, and THEN the gun
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to_chat(user, "<span class='warning'>ERROR: User balance insufficent for successful transaction!</span>")
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return FALSE
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if("No")
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to_chat(user, "<span class='warning'>ERROR: User has declined to purchase gun license!</span>")
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return FALSE
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to_chat(user, "<span class='warning'>ERROR: User has no valid bank account to substract neccesary funds from!</span>")
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return FALSE
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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 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/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 class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>")
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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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