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vgstation13/code/modules/chemical/Chemistry-Tools.dm

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//BUG!!!: reactions on splashing etc cause errors because stuff gets deleted before it executes.
// Bandaid fix using spawn - very ugly, need to fix this.
///////////////////////////////Grenades
//Includes changes by Mord_Sith to allow for buildable cameras
/obj/item/weapon/chem_grenade
name = "Grenade Casing"
icon_state = "chemg"
icon = 'chemical.dmi'
item_state = "flashbang"
w_class = 2.0
force = 2.0
var/obj/item/weapon/reagent_containers/glass/beaker_one
var/obj/item/weapon/reagent_containers/glass/beaker_two
var/obj/item/device/assembly/attached_device
var/active = 0
var/exploding = 0
var/state = 0
var/path = 0
var/motion = 0
var/direct = "SOUTH"
var/obj/item/weapon/circuitboard/circuit = null
var/list/allowed_containers = list("/obj/item/weapon/reagent_containers/glass/beaker", "/obj/item/weapon/reagent_containers/glass/dispenser", "/obj/item/weapon/reagent_containers/glass/bottle")
var/affected_area = 3
var/mob/attacher = "Unknown"
throw_speed = 4
throw_range = 20
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
attackby(var/obj/item/weapon/W, var/mob/user)
if(path || !active)
switch(active)
if(0)
if(istype(W, /obj/item/device/assembly/igniter))
active = 1
icon_state = initial(icon_state) +"_ass"
name = "unsecured grenade"
path = 1
del(W)
if(1)
if(istype(W, /obj/item/weapon/reagent_containers/glass))
if(beaker_one && beaker_two)
user << "\red There are already two beakers inside, remove one first!"
return
if(!beaker_one)
beaker_one = W
user.drop_item()
W.loc = src
user << "\blue You insert the beaker into the casing."
else if(!beaker_two)
beaker_two = W
user.drop_item()
W.loc = src
user << "\blue You insert the beaker into the casing."
else if(istype(W, /obj/item/device/assembly/signaler) || istype(W, /obj/item/device/assembly/timer) || istype(W, /obj/item/device/assembly/infra) || istype(W, /obj/item/device/assembly/prox_sensor))
if(attached_device)
user << "\red There is already an device attached to the controls, remove it first!"
return
attached_device = W
user.drop_item()
W.loc = src
user << "\blue You attach the [W] to the grenade controls!"
W.master = src
bombers += "[key_name(user)] attached a [W] to a grenade casing."
message_admins("[key_name_admin(user)] attached a [W] to a grenade casing.")
log_game("[key_name_admin(user)] attached a [W] to a grenade casing.")
attacher = key_name(user)
else if(istype(W, /obj/item/weapon/screwdriver))
if(beaker_one && beaker_two && attached_device)
user << "\blue You lock the assembly."
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade"
icon_state = initial(icon_state) + "_locked"
active = 2
path = 1
else
user << "\red You need to add all components before locking the assembly."
if(2)
if(istype(W, /obj/item/weapon/screwdriver))
user << "\blue You disarm the [src]!"
playsound(src.loc, 'Screwdriver.ogg', 25, -3)
name = "grenade casing"
icon_state = initial(icon_state) +"_ass"
active = 1
path = 1
if(path != 1)
if(!istype(src.loc,/turf))
user << "\red You need to put the canister on the ground to do that!"
else
switch(state)
if(0)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You wrench the canister in place."
src.name = "Camera Assembly"
src.anchored = 1
src.state = 1
path = 2
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, 'Ratchet.ogg', 50, 1)
if(do_after(user, 20))
user << "\blue You unfasten the canister."
src.name = "Grenade Casing"
src.anchored = 0
src.state = 0
path = 0
if(istype(W, /obj/item/device/multitool))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You place the electronics inside the canister."
src.circuit = W
user.drop_item()
W.loc = src
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You screw the circuitry into place."
src.state = 2
if(istype(W, /obj/item/weapon/crowbar) && circuit)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the circuitry."
src.state = 1
circuit.loc = src.loc
src.circuit = null
if(2)
if(istype(W, /obj/item/weapon/screwdriver) && circuit)
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You unfasten the circuitry."
src.state = 1
if(istype(W, /obj/item/weapon/cable_coil))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
W:amount -= 1
if(!W:amount) del(W)
user << "\blue You add cabling to the canister."
src.state = 3
if(3)
if(istype(W, /obj/item/weapon/wirecutters))
playsound(src.loc, 'wirecutter.ogg', 50, 1)
user << "\blue You remove the cabling."
src.state = 2
var/obj/item/weapon/cable_coil/A = new /obj/item/weapon/cable_coil( src.loc )
A.amount = 1
if(issignaler(W))
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
user << "\blue You attach the wireless signaller unit to the circutry."
user.drop_item()
W.loc = src
src.state = 4
if(4)
if(istype(W, /obj/item/weapon/crowbar) && !motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the remote signalling device."
src.state = 3
var/obj/item/device/assembly/signaler/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/signaler( src.loc, 1 )
if(isprox(W) && motion == 0)
// if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
// W:use(1)
user << "\blue You attach the proximity sensor."
user.drop_item()
W.loc = src
motion = 1
if(istype(W, /obj/item/weapon/crowbar) && motion)
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the proximity sensor."
var/obj/item/device/assembly/prox_sensor/S = locate() in src
if(S)
S.loc = src.loc
else
new /obj/item/device/assembly/prox_sensor( src.loc, 1 )
motion = 0
if(istype(W, /obj/item/stack/sheet/glass))
if(W:amount >= 1)
playsound(src.loc, 'Deconstruct.ogg', 50, 1)
if(do_after(user, 20))
if(W)
W:use(1)
user << "\blue You put in the glass lens."
src.state = 5
if(5)
if(istype(W, /obj/item/weapon/crowbar))
playsound(src.loc, 'Crowbar.ogg', 50, 1)
user << "\blue You remove the glass lens."
src.state = 4
new /obj/item/stack/sheet/glass( src.loc, 2 )
if(istype(W, /obj/item/weapon/screwdriver))
playsound(src.loc, 'Screwdriver.ogg', 50, 1)
user << "\blue You connect the lense."
var/B
if(motion == 1)
B = new /obj/machinery/camera/motion( src.loc )
else
B = new /obj/machinery/camera( src.loc )
B:network = "SS13"
B:network = input(usr, "Which network would you like to connect this camera to?", "Set Network", "SS13")
direct = input(user, "Direction?", "Assembling Camera", null) in list( "NORTH", "EAST", "SOUTH", "WEST" )
B:dir = text2dir(direct)
del(src)
return
attack_self(mob/user as mob)
if(active == 2)
attached_device.attack_self(user)
return
user.machine = src
var/dat = {"<B> Grenade properties: </B>
<BR> <B> Beaker one:</B> [beaker_one] [beaker_one ? "<A href='?src=\ref[src];beakerone=1'>Remove</A>" : ""]
<BR> <B> Beaker two:</B> [beaker_two] [beaker_two ? "<A href='?src=\ref[src];beakertwo=1'>Remove</A>" : ""]
<BR> <B> Control attachment:</B> [attached_device ? "<A href='?src=\ref[src];device=1'>[attached_device]</A>" : "None"] [attached_device ? "<A href='?src=\ref[src];rem_device=1'>Remove</A>" : ""]"}
user << browse(dat, "window=trans_valve;size=600x300")
onclose(user, "trans_valve")
return
Topic(href, href_list)
..()
if (usr.stat || usr.restrained())
return
if (src.loc == usr)
if(href_list["beakerone"])
beaker_one.loc = get_turf(src)
beaker_one = null
if(href_list["beakertwo"])
beaker_two.loc = get_turf(src)
beaker_two = null
if(href_list["rem_device"])
attached_device.loc = get_turf(src)
attached_device = null
if(href_list["device"])
attached_device.attack_self(usr)
src.attack_self(usr)
src.add_fingerprint(usr)
return
receive_signal(signal)
if(!(active == 2))
return //cant go off before it gets primed
explode()
HasProximity(atom/movable/AM as mob|obj)
if(istype(attached_device, /obj/item/device/assembly/prox_sensor))
var/obj/item/device/assembly/prox_sensor/D = attached_device
if (istype(AM, /obj/effect/beam))
return
if (AM.move_speed < 12)
D.sense()
proc
explode()
if(exploding) return
exploding = 1
if(reliability)
playsound(src.loc, 'bamf.ogg', 50, 1)
beaker_two.reagents.maximum_volume += beaker_one.reagents.maximum_volume // make sure everything can mix
beaker_one.reagents.update_total()
beaker_one.reagents.trans_to(beaker_two, beaker_one.reagents.total_volume)
var/turf/bombturf = get_turf(src)
var/bombarea = bombturf.loc.name
var/log_str = "Grenade detonated in [bombarea] with device attacher: [attacher]. Last touched by: [src.fingerprintslast]"
bombers += log_str
message_admins(log_str)
log_game(log_str)
if(beaker_one.reagents.total_volume) //The possible reactions didnt use up all reagents.
var/datum/effect/effect/system/steam_spread/steam = new /datum/effect/effect/system/steam_spread()
steam.set_up(10, 0, get_turf(src))
steam.attach(src)
steam.start()
for(var/atom/A in view(affected_area, src.loc))
if( A == src ) continue
src.reagents.reaction(A, 1, 10)
invisibility = 100 //Why am i doing this?
spawn(50) //To make sure all reagents can work
del(src) //correctly before deleting the grenade.
else
icon_state = initial(icon_state) + "_locked"
crit_fail = 1
if(beaker_one)
beaker_one.loc = get_turf(src.loc)
if(beaker_two)
beaker_two.loc = get_turf(src.loc)
c_state(var/i = 0)
if(i)
icon_state = initial(icon_state) + "_armed"
else
icon_state = initial(icon_state) + "_locked"
return
large
name = "Large Chem Grenade"
desc = "An oversized grenade that affects a larger area."
icon_state = "large_grenade"
allowed_containers = list("/obj/item/weapon/reagent_containers/glass")
origin_tech = "combat=3;materials=3"
affected_area = 4
metalfoam
name = "Metal-Foam Grenade"
desc = "Used for emergency sealing of air breaches."
path = 1
active = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 30)
B2.reagents.add_reagent("foaming_agent", 10)
B2.reagents.add_reagent("pacid", 10)
beaker_two = B1
beaker_one = B2
icon_state = "chemg_locked"
incendiary
name = "Incendiary Grenade"
desc = "Used for clearing rooms of living things."
path = 1
active = 2
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("aluminum", 25)
B2.reagents.add_reagent("plasma", 25)
B2.reagents.add_reagent("acid", 25)
beaker_two = B1
beaker_one = B2
icon_state = "chemg_locked"
cleaner
name = "Cleaner Grenade"
desc = "BLAM!-brand foaming space cleaner. In a special applicator for rapid cleaning of wide areas."
active = 2
path = 1
New()
..()
attached_device = new /obj/item/device/assembly/timer(src)
attached_device.master = src
var/obj/item/weapon/reagent_containers/glass/beaker/B1 = new(src)
var/obj/item/weapon/reagent_containers/glass/beaker/B2 = new(src)
B1.reagents.add_reagent("fluorosurfactant", 40)
B2.reagents.add_reagent("water", 40)
B2.reagents.add_reagent("cleaner", 10)
beaker_two = B1
beaker_one = B2
icon_state = "chemg_locked"
/obj/effect/syringe_gun_dummy
name = ""
desc = ""
icon = 'chemical.dmi'
icon_state = "null"
anchored = 1
density = 0
New()
var/datum/reagents/R = new/datum/reagents(15)
reagents = R
R.my_atom = src
/obj/item/weapon/gun/grenadelauncher
name = "grenade launcher"
icon = 'gun.dmi'
icon_state = "riotgun"
item_state = "riotgun"
w_class = 4.0
throw_speed = 2
throw_range = 10
force = 5.0
var/list/grenades = new/list()
var/max_grenades = 3
m_amt = 2000
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\icon [src] Grenade launcher:"
usr << "\blue [grenades] / [max_grenades] Grenades."
attackby(obj/item/I as obj, mob/user as mob)
if((istype(I, /obj/item/weapon/chem_grenade)) || (istype(I, /obj/item/weapon/flashbang)) || (istype(I, /obj/item/weapon/smokebomb)) || (istype(I, /obj/item/weapon/mustardbomb)) || (istype(I, /obj/item/weapon/empgrenade)))
if(grenades.len < max_grenades)
user.drop_item()
I.loc = src
grenades += I
user << "\blue You put the grenade in the grenade launcher."
user << "\blue [grenades.len] / [max_grenades] Grenades."
else
usr << "\red The grenade launcher cannot hold more grenades."
afterattack(obj/target, mob/user , flag)
if (istype(target, /obj/item/weapon/storage/backpack ))
return
else if (locate (/obj/structure/table, src.loc))
return
else if(target == user)
return
if(grenades.len)
spawn(0) fire_grenade(target,user)
else
usr << "\red The grenade launcher is empty."
proc
fire_grenade(atom/target, mob/user)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] fired a grenade!", user), 1)
user << "\red You fire the grenade launcher!"
if (istype(grenades[1], /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
message_admins("[key_name_admin(user)] fired a chemistry grenade from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
F.state = 1
F.icon_state = initial(icon_state)+"_armed"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.explode()
else if (istype(grenades[1], /obj/item/weapon/flashbang))
var/obj/item/weapon/flashbang/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/smokebomb))
var/obj/item/weapon/smokebomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/mustardbomb))
var/obj/item/weapon/mustardbomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/empgrenade))
var/obj/item/weapon/empgrenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "empar"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
if (locate (/obj/structure/table, src.loc) || locate (/obj/item/weapon/storage, src.loc))
return
else
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] fired a grenade!", user), 1)
user << "\red You fire the grenade launcher!"
if (istype(grenades[1], /obj/item/weapon/chem_grenade))
var/obj/item/weapon/chem_grenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
message_admins("[key_name_admin(user)] fired a chemistry grenade from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a chemistry grenade ([src.name]).")
F.state = 1
F.icon_state = initial(icon_state)+"_armed"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.explode()
else if (istype(grenades[1], /obj/item/weapon/flashbang))
var/obj/item/weapon/flashbang/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/smokebomb))
var/obj/item/weapon/smokebomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/mustardbomb))
var/obj/item/weapon/mustardbomb/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.icon_state = "flashbang1"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
else if (istype(grenades[1], /obj/item/weapon/empgrenade))
var/obj/item/weapon/empgrenade/F = grenades[1]
grenades -= F
F.loc = user.loc
F.throw_at(target, 30, 2)
F.active = 1
F.icon_state = "empar"
playsound(user.loc, 'armbomb.ogg', 75, 1, -3)
spawn(15)
F.prime()
/obj/item/weapon/gun/syringe
name = "syringe gun"
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
icon = 'gun.dmi'
icon_state = "syringegun"
item_state = "syringegun"
w_class = 3.0
throw_speed = 2
throw_range = 10
force = 4.0
var/list/syringes = new/list()
var/max_syringes = 1
m_amt = 2000
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue [syringes.len] / [max_syringes] syringes."
attackby(obj/item/I as obj, mob/user as mob)
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
if(syringes.len < max_syringes)
user.drop_item()
I.loc = src
syringes += I
user << "\blue You put the syringe in [src]."
user << "\blue [syringes.len] / [max_syringes] syringes."
else
usr << "\red [src] cannot hold more syringes."
afterattack(obj/target, mob/user , flag)
if(!isturf(target.loc) || target == user) return
if(syringes.len)
spawn(0) fire_syringe(target,user)
else
usr << "\red [src] is empty."
proc
fire_syringe(atom/target, mob/user)
if (locate (/obj/structure/table, src.loc))
return
else
var/turf/trg = get_turf(target)
var/obj/effect/syringe_gun_dummy/D = new/obj/effect/syringe_gun_dummy(get_turf(src))
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
if((!S) || (!S.reagents)) //ho boy! wot runtimes!
return
S.reagents.trans_to(D, S.reagents.total_volume)
syringes -= S
del(S)
D.icon_state = "syringeproj"
D.name = "syringe"
playsound(user.loc, 'syringeproj.ogg', 50, 1)
for(var/i=0, i<6, i++)
if(!D) break
if(D.loc == trg) break
step_towards(D,trg)
if(D)
for(var/mob/living/carbon/M in D.loc)
if(!istype(M,/mob/living/carbon)) continue
if(M == user) continue
//Syring gune attack logging by Yvarov
var/R
for(var/datum/reagent/A in D.reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
if (istype(M, /mob))
M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
log_attack("<font color='red'>[user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R])</font>")
log_admin("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]).")
msg_admin_attack("ATTACK: [user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]).")
else
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R])</font>")
log_admin("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]).")
msg_admin_attack("ATTACK: UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]).")
D.reagents.trans_to(M, 15)
M.take_organ_damage(5)
for(var/mob/O in viewers(world.view, D))
O.show_message(text("\red [] is hit by the syringe!", M.name), 1)
del(D)
if(D)
for(var/atom/A in D.loc)
if(A == user) continue
if(A.density) del(D)
sleep(1)
if (D) spawn(10) del(D)
return
/obj/item/weapon/gun/syringe/rapidsyringe
name = "rapid syringe gun"
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to four syringes."
icon_state = "rapidsyringegun"
max_syringes = 4
/obj/structure/reagent_dispensers
name = "Dispenser"
desc = "..."
icon = 'objects.dmi'
icon_state = "watertank"
density = 1
anchored = 0
flags = FPRINT
pressure_resistance = 2*ONE_ATMOSPHERE
var/amount_per_transfer_from_this = 10
var/possible_transfer_amounts = list(10,25,50,100)
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
New()
var/datum/reagents/R = new/datum/reagents(1000)
reagents = R
R.my_atom = src
if (!possible_transfer_amounts)
src.verbs -= /obj/structure/reagent_dispensers/verb/set_APTFT
..()
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in view(1)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
ex_act(severity)
switch(severity)
if(1.0)
del(src)
return
if(2.0)
if (prob(50))
new /obj/effect/effect/water(src.loc)
del(src)
return
if(3.0)
if (prob(5))
new /obj/effect/effect/water(src.loc)
del(src)
return
else
return
blob_act()
if(prob(50))
new /obj/effect/effect/water(src.loc)
del(src)
/obj/item/weapon/reagent_containers
name = "Container"
desc = "..."
icon = 'chemical.dmi'
icon_state = null
w_class = 1
var/amount_per_transfer_from_this = 5
var/possible_transfer_amounts = list(5,10,15,25,30)
var/volume = 30
verb/set_APTFT() //set amount_per_transfer_from_this
set name = "Set transfer amount"
set category = "Object"
set src in range(0)
var/N = input("Amount per transfer from this:","[src]") as null|anything in possible_transfer_amounts
if (N)
amount_per_transfer_from_this = N
New()
..()
if (!possible_transfer_amounts)
src.verbs -= /obj/item/weapon/reagent_containers/verb/set_APTFT
var/datum/reagents/R = new/datum/reagents(volume)
reagents = R
R.my_atom = src
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
return
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/glass
name = " "
desc = " "
icon = 'chemical.dmi'
icon_state = "null"
item_state = "null"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50)
volume = 50
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/list/can_be_placed_into = list(
/obj/machinery/chem_master/,
/obj/machinery/chem_dispenser/,
/obj/machinery/reagentgrinder,
/obj/structure/table,
/obj/structure/closet/secure_closet,
/obj/structure/closet,
/obj/structure/sink,
/obj/item/weapon/storage,
/obj/machinery/atmospherics/unary/cryo_cell,
/obj/item/weapon/chem_grenade,
/obj/machinery/bot/medbot,
/obj/machinery/computer/pandemic,
/obj/item/weapon/secstorage/ssafe,
/obj/machinery/disposal,
/obj/machinery/disease2/incubator,
/obj/machinery/disease2/isolator,
/obj/machinery/disease2/biodestroyer,
/obj/item/device/cooker,
/obj/item/device/grinder,
/mob/living/simple_animal/livestock/cow
)
examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
usr << "\blue It contains:"
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue [R.volume] units of [R.name]"
else
usr << "\blue Nothing."
afterattack(obj/target, mob/user , flag)
for(var/type in src.can_be_placed_into)
if(istype(target, type))
return
if(ismob(target) && target.reagents && reagents.total_volume)
user << "\blue You splash the solution onto [target]."
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] has been splashed with something by []!", target, user), 1)
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume && target.reagents)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
//Safety for dumping stuff into a ninja suit. It handles everything through attackby() and this is unnecessary.
else if(istype(target, /obj/item/clothing/suit/space/space_ninja))
return
else if(reagents.total_volume)
user << "\blue You splash the solution onto [target]."
src.reagents.reaction(target, TOUCH)
spawn(5) src.reagents.clear_reagents()
return
////////////////////////////////////////////////////////////////////////////////
/// (Mixing)Glass. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Droppers.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/dropper
name = "Dropper"
desc = "A dropper. Transfers 5 units."
icon = 'chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1,2,3,4,5)
volume = 5
var/filled = 0
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
if(filled)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(!target.is_open_container() && !ismob(target) && !istype(target,/obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/clothing/mask/cigarette)) //You can inject humans and food but you cant remove the shit.
user << "\red You cannot directly fill this object."
return
if(ismob(target))
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] drips something onto []!</B>", user, target), 1)
src.reagents.reaction(target, TOUCH)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution."
if (src.reagents.total_volume<=0)
filled = 0
icon_state = "dropper[filled]"
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from [target]."
return
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "\blue You fill the dropper with [trans] units of the solution."
filled = 1
icon_state = "dropper[filled]"
return
////////////////////////////////////////////////////////////////////////////////
/// Droppers. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Syringes.
////////////////////////////////////////////////////////////////////////////////
#define SYRINGE_DRAW 0
#define SYRINGE_INJECT 1
/obj/item/weapon/reagent_containers/syringe
name = "Syringe"
desc = "A syringe."
icon = 'syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
amount_per_transfer_from_this = 5
possible_transfer_amounts = null //list(5,10,15)
volume = 15
var/has_blood = 0
var/mode = SYRINGE_DRAW
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_self(mob/user as mob)
/*
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
*/
mode = !mode
update_icon()
attack_hand()
..()
update_icon()
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
switch(mode)
if(SYRINGE_DRAW)
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red The syringe is full."
return
if(ismob(target))//Blood!
if(istype(target, /mob/living/carbon/metroid))
user << "\red You are unable to locate any blood."
return
if(src.reagents.has_reagent("blood"))
user << "\red There is already a blood sample in this syringe"
return
if(istype(target, /mob/living/carbon))//maybe just add a blood reagent to all mobs. Then you can suck them dry...With hundreds of syringes. Jolly good idea.
var/amount = src.reagents.maximum_volume - src.reagents.total_volume
var/mob/living/carbon/T = target
if(!T.dna)
usr << "You are unable to locate any blood. (To be specific, your target seems to be missing their DNA datum)"
return
if(NOCLONE in T.mutations) //target done been et, no more blood in him
user << "\red You are unable to locate any blood."
return
if(ishuman(T))
if(T:vessel.get_reagent_amount("blood") < amount)
return
var/datum/reagent/B = new /datum/reagent/blood
B.holder = src
B.volume = amount
//set reagent data
B.data["donor"] = T
/*
if(T.virus && T.virus.spread_type != SPECIAL)
B.data["virus"] = new T.virus.type(0)
*/
for(var/datum/disease/D in T.viruses)
if(!B.data["viruses"])
B.data["viruses"] = list()
B.data["viruses"] += new D.type
// not sure why it was checking if(B.data["virus2"]), but it seemed wrong
if(T.virus2)
B.data["virus2"] = T.virus2.getcopy()
B.data["blood_DNA"] = copytext(T.dna.unique_enzymes,1,0)
if(T.resistances&&T.resistances.len)
B.data["resistances"] = T.resistances.Copy()
if(istype(target, /mob/living/carbon/human))//I wish there was some hasproperty operation...
B.data["blood_type"] = copytext(T.dna.b_type,1,0)
var/list/temp_chem = list()
for(var/datum/reagent/R in target.reagents.reagent_list)
temp_chem += R.name
temp_chem[R.name] = R.volume
B.data["trace_chem"] = list2params(temp_chem)
B.data["antibodies"] = T.antibodies
//debug
//for(var/D in B.data)
// world << "Data [D] = [B.data[D]]"
//debug
if(ishuman(T))
T:vessel.remove_reagent("blood",amount) // Removes blood if human
src.reagents.reagent_list += B
src.reagents.update_total()
src.on_reagent_change()
src.reagents.handle_reactions()
// T:vessel.trans_to(src, amount) // Virus2 and antibodies aren't in blood in the first place.
user << "\blue You take a blood sample from [target]"
for(var/mob/O in viewers(4, user))
O.show_message("\red [user] takes a blood sample from [target].", 1)
if(prob(2) && istype(T,/mob/living/carbon/monkey))
T:react_to_attack(user)
else //if not mob
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers) && !istype(target,/obj/item/metroid_core))
user << "\red You cannot directly remove reagents from this object."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
user << "\blue You fill the syringe with [trans] units of the solution."
if (reagents.total_volume >= reagents.maximum_volume)
mode=!mode
update_icon()
if(SYRINGE_INJECT)
if(!reagents.total_volume)
user << "\red The Syringe is empty."
return
if(istype(target, /obj/item/weapon/implantcase/chem))
return
if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/metroid_core) && !istype(target, /obj/item/clothing/mask/cigarette) && !istype(target, /obj/item/weapon/cigpacket))
user << "\red You cannot directly fill this object."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(istype(target, /obj/item/metroid_core))
var/obj/item/metroid_core/core = target
core.Flush = 30 // reset flush counter
if(ismob(target) && target != user)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] is trying to inject []!</B>", user, target), 1)
if(!do_mob(user, target)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with the syringe!", user, target), 1)
src.reagents.reaction(target, INGEST)
if(prob(2) && istype(target,/mob/living/carbon/monkey))
var/mob/living/carbon/monkey/M = target
M.react_to_attack(user)
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
var/datum/reagent/blood/B
for(var/datum/reagent/blood/d in src.reagents.reagent_list)
B = d
break
var/trans
if(B && ishuman(target))
var/mob/living/carbon/human/H = target
H.vessel.add_reagent("blood",(B.volume > 5? 5 : B.volume),B.data)
src.reagents.remove_reagent("blood",(B.volume > 5? 5 : B.volume))
else
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
if (reagents.total_volume <= 0 && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
update_icon()
return
update_icon()
var/rounded_vol = round(reagents.total_volume,5)
overlays = null
has_blood = 0
for(var/datum/reagent/blood/B in reagents.reagent_list)
has_blood = 1
break
if(ismob(loc))
var/injoverlay
switch(mode)
if (SYRINGE_DRAW)
injoverlay = "draw"
if (SYRINGE_INJECT)
injoverlay = "inject"
overlays += injoverlay
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'syringefilling.dmi'
switch(rounded_vol)
if(5) overlay.icon_state = "5"
if(10) overlay.icon_state = "10"
if(15) overlay.icon_state = "15"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
overlay.icon += finalcolor
if(!istype(src.loc, /turf)) overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/ld50_syringe
name = "Lethal Injection Syringe"
desc = "A syringe used for lethal injections."
icon = 'syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
amount_per_transfer_from_this = 50
possible_transfer_amounts = null //list(5,10,15)
volume = 50
var/mode = SYRINGE_DRAW
on_reagent_change()
update_icon()
pickup(mob/user)
..()
update_icon()
dropped(mob/user)
..()
update_icon()
attack_self(mob/user as mob)
/*
switch(mode)
if(SYRINGE_DRAW)
mode = SYRINGE_INJECT
if(SYRINGE_INJECT)
mode = SYRINGE_DRAW
*/
mode = !mode
update_icon()
attack_hand()
..()
update_icon()
attack_paw()
return attack_hand()
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(!target.reagents) return
switch(mode)
if(SYRINGE_DRAW)
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red The syringe is full."
return
if(ismob(target))
if(istype(target, /mob/living/carbon))//I Do not want it to suck 50 units out of people
usr << "This needle isn't designed for drawing blood."
return
else //if not mob
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "\red You cannot directly remove reagents from this object."
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
user << "\blue You fill the syringe with [trans] units of the solution."
if (reagents.total_volume >= reagents.maximum_volume)
mode=!mode
update_icon()
if(SYRINGE_INJECT)
if(!reagents.total_volume)
user << "\red The Syringe is empty."
return
if(istype(target, /obj/item/weapon/implantcase/chem))
return
if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food))
user << "\red You cannot directly fill this object."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
if(ismob(target) && target != user)
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red <B>[] is trying to inject [] with a giant syringe!</B>", user, target), 1)
if(!do_mob(user, target, 300)) return
for(var/mob/O in viewers(world.view, user))
O.show_message(text("\red [] injects [] with a giant syringe!", user, target), 1)
src.reagents.reaction(target, INGEST)
if(ismob(target) && target == user)
src.reagents.reaction(target, INGEST)
spawn(5)
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You inject [trans] units of the solution. The syringe now contains [src.reagents.total_volume] units."
if (reagents.total_volume >= reagents.maximum_volume && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
update_icon()
return
update_icon()
var/rounded_vol = round(reagents.total_volume,50)
if(ismob(loc))
var/mode_t
switch(mode)
if (SYRINGE_DRAW)
mode_t = "d"
if (SYRINGE_INJECT)
mode_t = "i"
icon_state = "[mode_t][rounded_vol]"
else
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
////////////////////////////////////////////////////////////////////////////////
/// Syringes. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// HYPOSPRAY
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/hypospray
name = "hypospray"
desc = "The DeForest Medical Corporation hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients."
icon = 'syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
slot_flags = SLOT_BELT
/obj/item/weapon/reagent_containers/hypospray/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/reagent_containers/hypospray/New() //comment this to make hypos start off empty
..()
reagents.add_reagent("tricordrazine", 30)
return
/obj/item/weapon/reagent_containers/hypospray/attack(mob/M as mob, mob/user as mob)
if(!reagents.total_volume)
user << "\red \The [src] is empty."
return
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
user << "\blue You inject [M] with \the [src]."
M << "\red You feel a tiny prick!"
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been injected with [src.name] by [user.name] ([user.ckey])</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Used the [src.name] to inject [M.name] ([M.ckey])</font>")
log_admin("ATTACK: [user] ([user.ckey]) injected [M] ([M.ckey]) with [src].")
msg_admin_attack("ATTACK: [user] ([user.ckey]) injected [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[user.name] ([user.ckey]) injected [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
src.reagents.reaction(M, INGEST)
if(M.reagents)
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
user << "\blue [trans] units injected. [reagents.total_volume] units remaining in \the [src]."
return
/obj/item/weapon/reagent_containers/borghypo
name = "cyborg hypospray"
desc = "An advanced chemical synthesizer and injection system, designed for heavy-duty medical equipment."
icon = 'syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = null
flags = FPRINT
var/mode = 1
var/charge_cost = 50
var/charge_tick = 0
var/recharge_time = 5 //Time it takes for shots to recharge (in seconds)
New()
..()
processing_objects.Add(src)
Del()
processing_objects.Remove(src)
..()
process() //Every [recharge_time] seconds, recharge some reagents for the cyborg
charge_tick++
if(charge_tick < recharge_time) return 0
charge_tick = 0
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
if(mode == 1 && reagents.total_volume < 30) //Don't recharge reagents and drain power if the storage is full.
R.cell.use(charge_cost) //Take power from borg...
reagents.add_reagent("tricordrazine",5) //And fill hypo with reagent.
if(mode == 2 && reagents.total_volume < 30)
R.cell.use(charge_cost)
reagents.add_reagent("inaprovaline", 5)
if(mode == 3 && reagents.total_volume < 30)
R.cell.use(charge_cost)
reagents.add_reagent("spaceacillin", 5)
//update_icon()
return 1
/obj/item/weapon/reagent_containers/borghypo/attack(mob/M as mob, mob/user as mob)
if(!reagents.total_volume)
user << "\red The injector is empty."
return
if (!( istype(M, /mob) ))
return
if (reagents.total_volume)
user << "\blue You inject [M] with the injector."
M << "\red You feel a tiny prick!"
src.reagents.reaction(M, INGEST)
if(M.reagents)
var/trans = reagents.trans_to(M, amount_per_transfer_from_this)
user << "\blue [trans] units injected. [reagents.total_volume] units remaining."
return
/obj/item/weapon/reagent_containers/borghypo/attack_self(mob/user as mob)
playsound(src.loc, 'pop.ogg', 50, 0) //Change the mode
if(mode == 1)
mode = 2
charge_tick = 0 //Prevents wasted chems/cell charge if you're cycling through modes.
reagents.clear_reagents() //Flushes whatever was in the storage previously, so you don't get chems all mixed up.
user << "\blue Synthesizer is now producing 'Inaprovaline'."
return
if(mode == 2)
mode = 3
charge_tick = 0
reagents.clear_reagents()
user << "\blue Synthesizer is now producing 'Spaceacillin'."
return
if(mode == 3)
mode = 1
charge_tick = 0
reagents.clear_reagents()
user << "\blue Synthesizer is now producing 'Tricordrazine'."
return
/obj/item/weapon/reagent_containers/borghypo/examine()
set src in view()
..()
if (!(usr in view(2)) && usr!=src.loc) return
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue It currently has [R.volume] units of [R.name] stored."
else
usr << "\blue It is currently empty. Allow some time for the internal syntheszier to produce more."
/obj/item/weapon/reagent_containers/hypospray/ert
name = "emergency hypospray"
desc = "The DeForest Medical Corporation hypospray is a sterile, air-needle autoinjector for rapid administration of drugs to patients."
amount_per_transfer_from_this = 50
volume = 50
/obj/item/weapon/reagent_containers/hypospray/autoinjector
name = "autoinjector"
desc = "A rapid and safe way to administer small amounts of drugs by untrained or trained personnel."
icon_state = "autoinjector"
item_state = "autoinjector"
amount_per_transfer_from_this = 5
volume = 5
/obj/item/weapon/reagent_containers/hypospray/autoinjector/New()
..()
reagents.remove_reagent("tricordrazine", 30)
reagents.add_reagent("inaprovaline", 5)
update_icon()
return
/obj/item/weapon/reagent_containers/hypospray/autoinjector/attack(mob/M as mob, mob/user as mob)
..()
update_icon()
return
/obj/item/weapon/reagent_containers/hypospray/autoinjector/update_icon()
if(reagents.total_volume > 0)
icon_state = "[initial(icon_state)]1"
else
icon_state = "[initial(icon_state)]0"
/obj/item/weapon/reagent_containers/hypospray/autoinjector/examine()
..()
if(reagents && reagents.reagent_list.len)
for(var/datum/reagent/R in reagents.reagent_list)
usr << "\blue It currently has [R.volume] units of [R.name] stored."
else
usr << "\blue It is currently empty."
////////////////////////////////////////////////////////////////////////////////
/// Bunsen Burner
////////////////////////////////////////////////////////////////////////////////
//todo: make a subclass of this for cooking, allow it to accept multiple containers simultaneously etc
//todo: use mini plasma tanks for fuel
/obj/item/device/cooker
name = "bunsen burner"
desc = "A small, gas-powered cooker."
icon = 'chemical.dmi'
icon_state = "bunsen1" //spawns with an empty beaker already on it
var/obj/item/weapon/reagent_containers/glass/held_container
var/heating_stage = 0
var/active = 0
var/icon_empty = "bunsen0"
var/icon_full = "bunsen1"
var/icon_active = "bunsen2"
/obj/item/device/cooker/New()
held_container = new /obj/item/weapon/reagent_containers/glass/large/(src)
/obj/item/device/cooker/verb/toggle()
set src in oview(1)
set category = "Object"
set name = "Toggle cooker"
if(held_container)
if(!active)
usr << "\blue You switch the [src] on."
active = 1
icon_state = icon_active
spawn(50)
heat()
else
usr << "\blue You switch the [src] off."
active = 0
icon_state = icon_full
else
usr << "\red You can not toggle the [src] when it holds no containers!"
/obj/item/device/cooker/proc/heat()
if(!held_container)
heating_stage = 0
active = 0
icon_state = icon_empty
return
if(active)
icon_state = icon_active
spawn(50)
heat()
else
heating_stage = 0
icon_state = icon_full
return
if(heating_stage++ >= 5)
visible_message("bubbles!")
held_container.reagents.handle_reactions(1)
else
visible_message("hisses and steams!")
/obj/item/device/cooker/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/reagent_containers/glass/))
if(held_container)
//todo: empty O into held_container
user << "\red There is already a [held_container] on the [src]!"
else
user.drop_item()
user << "\blue You place the [O] on the [src]."
held_container = O
O.loc = src
icon_state = icon_full
return 1
else if(!held_container)
user << "\red There is nothing to put [O] in to!"
return 1
else if (istype(O,/obj/item))
if(w_class > 2)
user << "\red That won't fit in the [held_container]!"
else
//add random things to the container. when the burner is activated, they will melt
O.loc = held_container
return 1
else
user << "\red That won't fit in the [held_container]!"
return 1
return ..()
/obj/item/device/cooker/attack_hand(var/mob/user as mob)
if(held_container)
held_container.attack_hand(user)
if(held_container.loc != src)
held_container = null
icon_state = icon_empty
user << "\blue You remove the [held_container] from the [src]."
return 1
else
..()
////////////////////////////////////////////////////////////////////////////////
/// Grinder
////////////////////////////////////////////////////////////////////////////////
//todo: make a thing like this for cooking, or just redo the kitchen machinery so that they make more sense
//this is a (mostly) non-retarded version of obj/machiner/reagentgrinder
var/list/grind_products = list()
/obj/item/device/grinder
name = "grinder"
desc = "A small, automated grinder for breaking things down into a powder."
icon = 'chemical.dmi'
icon_state = "grinder1" //spawns with an empty beaker already on it
var/obj/item/weapon/reagent_containers/glass/held_container
var/grinding_stage = 0
var/active = 0
var/icon_empty = "grinder0"
var/icon_full = "grinder1"
var/icon_active = "grinder2"
/obj/item/device/grinder/New()
held_container = new /obj/item/weapon/reagent_containers/glass/large/(src)
/obj/item/device/grinder/verb/toggle()
set src in oview(1)
set category = "Object"
set name = "Toggle grinder"
if(held_container)
if(!active)
usr << "\blue You switch the [src] on."
active = 1
icon_state = icon_active
spawn(50)
grind()
else
usr << "\blue You switch the [src] off."
active = 0
icon_state = icon_full
else
usr << "\red You can not toggle the [src] when it holds no container!"
/obj/item/device/grinder/verb/eject()
set src in oview(1)
set category = "Object"
set name = "Eject contents from grinder"
for(var/obj/item/I in src)
if(I == held_container)
continue
I.loc = src.loc
/obj/item/device/grinder/proc/grind()
if(!held_container)
grinding_stage = 0
active = 0
icon_state = icon_empty
return
if(active)
icon_state = icon_active
spawn(50)
grind()
else
grinding_stage = 0
icon_state = icon_full
return
var/grinding = 0
for(var/obj/item/I in src)
if(I == held_container)
continue
if( prob(max(grinding_stage * 20, 100)) )
var/pre_volume = held_container.reagents.total_volume
//shitty hardcode of things for now, but it's the fastest easiest solution
if(istype(I,/obj/item/weapon/rocksliver))
var/obj/item/weapon/rocksliver/R = I
held_container.reagents.add_reagent("ground_rock",10, R.geological_data)
else
held_container.reagents.add_reagent("chemical_waste",10)
del(I)
//slight hack to spill some chemical waste if it won't fit
if(pre_volume == held_container.reagents.total_volume)
var/obj/effect/decal/ash/A = new(src.loc)
A.name = "gritty powder"
A.desc = "Looks like some kind of chemical waste."
A.loc = pick(view(get_turf(src),1))
visible_message("<b>[src]</b> leaks some kind of powder.")
else
grinding = 1
if(grinding)
visible_message("<b>[src]</b> makes a clanking, clattering noise!")
else
visible_message("<b>[src]</b> makes a whirring noise!")
/obj/item/device/grinder/attackby(var/obj/item/O as obj, var/mob/user as mob)
if(istype(O, /obj/item/weapon/reagent_containers/glass/))
if(held_container)
//todo: empty O into held_container
user << "\red There is already a [held_container] on the [src]!"
else
user.drop_item()
user << "\blue You place the [O] on the [src]."
held_container = O
O.loc = src
icon_state = icon_full
return 1
else if(!held_container)
user << "\red There is nothing to put [O] in to!"
return 1
else if (istype(O,/obj/item))
var/obj/item/I = O
if(I.w_class > 2)
user << "\red That won't fit in the [held_container]!"
else
//add random things to the container. when the burner is activated, they will melt
O.loc = held_container
return 1
else
user << "\blue You add the [O] to the [src]."
user.drop_item()
O.loc = src
return 1
return ..()
/obj/item/device/grinder/attack_hand(var/mob/user as mob)
if(held_container)
held_container.attack_hand(user)
if(held_container.loc != src)
held_container = null
icon_state = icon_empty
user << "\blue You remove the [held_container] from the [src]."
return 1
else
..()
////////////////////////////////////////////////////////////////////////////////
/// Food.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food
possible_transfer_amounts = null
volume = 50 //Sets the default container amount for all food items.
New()
..()
src.pixel_x = rand(-5.0, 5) //Randomizes postion slightly.
src.pixel_y = rand(-5.0, 5)
proc/foodloc(var/mob/M, var/obj/item/O)
if(O.loc == M)
return M.loc
else
return O.loc
/obj/item/weapon/reagent_containers/food/snacks //Food items that are eaten normally and don't leave anything behind.
name = "snack"
desc = "yummy"
icon = 'food.dmi'
icon_state = null
var/bitesize = 1
var/bitecount = 0
var/eatsound = 'eatfood.ogg'
var/trash = null
//Placeholder for effect that trigger on eating that aren't tied to reagents.
proc/On_Consume()
if (!trash) return
if(!reagents.total_volume)
var/mob/M = usr
switch(trash)
if ("raisins")
var/obj/item/trash/raisins/T = new /obj/item/trash/raisins/( M )
M.put_in_hand(T)
if ("candy")
var/obj/item/trash/candy/T = new /obj/item/trash/candy/( M )
M.put_in_hand(T)
if ("cheesie")
var/obj/item/trash/cheesie/T = new /obj/item/trash/cheesie/( M )
M.put_in_hand(T)
if ("chips")
var/obj/item/trash/chips/T = new /obj/item/trash/chips/( M )
M.put_in_hand(T)
if ("popcorn")
var/obj/item/trash/popcorn/T = new /obj/item/trash/popcorn/( M )
M.put_in_hand(T)
if ("sosjerky")
var/obj/item/trash/sosjerky/T = new /obj/item/trash/sosjerky/( M )
M.put_in_hand(T)
if ("syndi_cakes")
var/obj/item/trash/syndi_cakes/T = new /obj/item/trash/syndi_cakes/( M )
M.put_in_hand(T)
if ("waffles")
var/obj/item/trash/waffles/T = new /obj/item/trash/waffles/( M )
M.put_in_hand(T)
if ("plate")
var/obj/item/trash/plate/T = new /obj/item/trash/plate/( M )
M.put_in_hand(T)
if ("snack_bowl")
var/obj/item/trash/snack_bowl/T = new /obj/item/trash/snack_bowl/( M )
M.put_in_hand(T)
if ("pistachios")
var/obj/item/trash/pistachios/T = new /obj/item/trash/pistachios/( M )
M.put_in_hand(T)
if ("semki")
var/obj/item/trash/semki/T = new /obj/item/trash/semki/( M )
M.put_in_hand(T)
if ("tray")
var/obj/item/trash/tray/T = new /obj/item/trash/tray/( M )
M.put_in_hand(T)
if ("liquidfood")
var/obj/item/trash/liquidfood/T = new /obj/item/trash/liquidfood/( M )
M.put_in_hand(T)
return
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(!reagents.total_volume) //Shouldn't be needed but it checks to see if it has anything left in it.
user << "\red None of [src] left, oh no!"
del(src)
return 0
if(istype(M, /mob/living/carbon))
if(M == user) //If you're eating it yourself.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if (fullness <= 50)
M << "\red You hungrily chew out a piece of [src] and gobble it!"
if (fullness > 50 && fullness <= 150)
M << "\blue You hungrily begin to eat [src]."
if (fullness > 150 && fullness <= 350)
M << "\blue You take a bite of [src]."
if (fullness > 350 && fullness <= 550)
M << "\blue You unwillingly chew a bit of [src]."
if (fullness > (550 * (1 + M.overeatduration / 2000))) // The more you eat - the more you can eat
M << "\red You cannot force any more of [src] to go down your throat."
return 0
else
if(!istype(M, /mob/living/carbon/metroid)) //If you're feeding it to someone else.
var/fullness = M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)
if (fullness <= (550 * (1 + M.overeatduration / 1000)))
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
else
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] cannot force anymore of [src] down [M]'s throat.", 1)
return 0
if(!do_mob(user, M)) return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
msg_admin_attack("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
else
user << "This creature does not seem to have a mouth!"
return
if(reagents) //Handle ingestion of the reagent.
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
if(reagents.total_volume > bitesize)
/*
* I totally cannot understand what this code supposed to do.
* Right now every snack consumes in 2 bites, my popcorn does not work right, so I simplify it. -- rastaf0
var/temp_bitesize = max(reagents.total_volume /2, bitesize)
reagents.trans_to(M, temp_bitesize)
*/
reagents.trans_to(M, bitesize)
else
reagents.trans_to(M, reagents.total_volume)
bitecount++
On_Consume()
if(!reagents.total_volume)
if(M == user) user << "\red You finish eating [src]."
else user << "\red [M] finishes eating [src]."
del(src)
playsound(M.loc, eatsound, rand(10,50), 1)
return 1
else if(istype(M, /mob/living/simple_animal/livestock))
if(M == user) //If you're eating it yourself.
var/fullness = (M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)) / M:max_nutrition
if (fullness <= 0.1)
M << "\red You hungrily chew out a piece of [src] and gobble it!"
if (fullness > 0.1 && fullness <= 0.27)
M << "\blue You hungrily begin to eat [src]."
if (fullness > 0.27 && fullness <= 0.64)
M << "\blue You take a bite of [src]."
if (fullness > 0.64 && fullness <= 1)
M << "\blue You unwillingly chew a bit of [src]."
if (fullness > 1)
M << "\red You cannot force any more of [src] to go down your throat."
return 0
else
var/fullness = (M.nutrition + (M.reagents.get_reagent_amount("nutriment") * 25)) / M:max_nutrition
if (fullness <= 1)
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
else
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] cannot force anymore of [src] down [M]'s throat.", 1)
return 0
if(!do_mob(user, M)) return
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
message_admins("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
if(reagents) //Handle ingestion of the reagent.
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
if(reagents.total_volume > bitesize)
/*
* I totally cannot understand what this code supposed to do.
* Right now every snack consumes in 2 bites, my popcorn does not work right, so I simplify it. -- rastaf0
var/temp_bitesize = max(reagents.total_volume /2, bitesize)
reagents.trans_to(M, temp_bitesize)
*/
reagents.trans_to(M, bitesize)
else
reagents.trans_to(M, reagents.total_volume)
bitecount++
On_Consume()
if(!reagents.total_volume)
if(M == user) user << "\red You finish eating [src]."
else user << "\red [M] finishes eating [src]."
del(src)
playsound(M.loc,'eatfood.ogg', rand(10,50), 1)
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
return
examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if (bitecount==0)
return
else if (bitecount==1)
usr << "\blue \The [src] was bitten by someone!"
else if (bitecount<=3)
usr << "\blue \The [src] was bitten [bitecount] times!"
else
usr << "\blue \The [src] was bitten multiple times!"
/obj/item/weapon/reagent_containers/food/snacks
var/slice_path
var/slices_num
attackby(obj/item/weapon/W as obj, mob/user as mob)
if((slices_num <= 0 || !slices_num) || !slice_path)
return 1
var/inaccurate = 0
if( \
istype(W, /obj/item/weapon/kitchenknife) || \
istype(W, /obj/item/weapon/butch) || \
istype(W, /obj/item/weapon/scalpel) || \
istype(W, /obj/item/weapon/kitchen/utensil/knife) \
)
else if( \
istype(W, /obj/item/weapon/circular_saw) || \
istype(W, /obj/item/weapon/melee/energy/sword) && W:active || \
istype(W, /obj/item/weapon/melee/energy/blade) || \
istype(W, /obj/item/weapon/shovel) || \
istype(W, /obj/item/weapon/hatchet) \
)
inaccurate = 1
/*else if(W.w_class <= 2 && istype(src,/obj/item/weapon/reagent_containers/food/snacks/sliceable))
user << "\red You slip [W] inside [src]."
user.drop_item()
W.loc = src
add_fingerprint(user)
return*/
else
return 1
if ( \
!isturf(src.loc) || \
!(locate(/obj/structure/table) in src.loc) && \
!(locate(/obj/machinery/optable) in src.loc) && \
!(locate(/obj/item/weapon/tray) in src.loc) \
)
user << "\red You cannot slice [src] here! You need a table or at least a tray to do it."
return 1
var/slices_lost = 0
if (!inaccurate)
user.visible_message( \
"\blue [user] slices \the [src]!", \
"\blue You slice \the [src]!" \
)
else
user.visible_message( \
"\blue [user] inaccurately slices \the [src] with [W]!", \
"\blue You inaccurately slice \the [src] with your [W]!" \
)
slices_lost = rand(1,min(1,round(slices_num/2)))
var/reagents_per_slice = reagents.total_volume/slices_num
for(var/i=1 to (slices_num-slices_lost))
var/obj/slice = new slice_path (src.loc)
reagents.trans_to(slice,reagents_per_slice)
del(src)
return
Del()
if(contents)
for(var/atom/movable/something in contents)
something.loc = get_turf(src)
..()
////////////////////////////////////////////////////////////////////////////////
/// FOOD END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Drinks.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/food/drinks
name = "drink"
desc = "yummy"
icon = 'drinks.dmi'
icon_state = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
var/gulp_size = 5 //This is now officially broken ... need to think of a nice way to fix it.
possible_transfer_amounts = list(5,10,25)
volume = 50
on_reagent_change()
if (gulp_size < 5) gulp_size = 5
else gulp_size = max(round(reagents.total_volume / 5), 5)
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
var/datum/reagents/R = src.reagents
var/fillevel = gulp_size
if(!R.total_volume || !R)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow a gulp of [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
msg_admin_attack("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, gulp_size)
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
bro.cell.use(30)
var/refill = R.get_master_reagent_id()
spawn(600)
R.add_reagent(refill, fillevel)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
return 1
return 0
afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
else if(target.is_open_container()) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red [target] is full."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the solution to [target]."
if(isrobot(user)) //Cyborg modules that include drinks automatically refill themselves, but drain the borg's cell
var/mob/living/silicon/robot/bro = user
bro.cell.use(30)
var/refill = reagents.get_master_reagent_id()
spawn(600)
reagents.add_reagent(refill, trans)
return
examine()
set src in view()
..()
if (!(usr in range(0)) && usr!=src.loc) return
if(!reagents || reagents.total_volume==0)
usr << "\blue \The [src] is empty!"
else if (reagents.total_volume<src.volume/4)
usr << "\blue \The [src] is almost empty!"
else if (reagents.total_volume<src.volume/2)
usr << "\blue \The [src] is half full!"
else if (reagents.total_volume<src.volume/0.90)
usr << "\blue \The [src] is almost full!"
else
usr << "\blue \The [src] is full!"
////////////////////////////////////////////////////////////////////////////////
/// Drinks. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Pills.
////////////////////////////////////////////////////////////////////////////////
/obj/item/weapon/reagent_containers/pill
name = "pill"
desc = "a pill."
icon = 'chemical.dmi'
icon_state = null
item_state = "pill"
possible_transfer_amounts = null
volume = 50
New()
..()
if(!icon_state)
icon_state = "pill[rand(1,20)]"
attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/storage/pill_bottle))
var/obj/item/weapon/storage/pill_bottle/P = W
if (P.mode == 1)
for (var/obj/item/weapon/reagent_containers/pill/O in locate(src.x,src.y,src.z))
if(P.contents.len < P.storage_slots)
O.loc = P
P.orient2hud(user)
else
user << "\blue The pill bottle is full."
return
user << "\blue You pick up all the pills."
else
if (P.contents.len < P.storage_slots)
loc = P
P.orient2hud(user)
else
user << "\blue The pill bottle is full."
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
if(M == user)
M << "\blue You swallow [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
else if(istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to force [M] to swallow [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] forces [M] to swallow [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [M.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
msg_admin_attack("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, reagents.total_volume)
del(src)
else
del(src)
return 1
return 0
afterattack(obj/target, mob/user , flag)
if(target.is_open_container() == 1 && target.reagents)
if(!target.reagents.total_volume)
user << "\red [target] is empty. Cant dissolve pill."
return
user << "\blue You dissolve the pill in [target]"
reagents.trans_to(target, reagents.total_volume)
for(var/mob/O in viewers(2, user))
O.show_message("\red [user] puts something in [target].", 1)
spawn(5)
del(src)
return
////////////////////////////////////////////////////////////////////////////////
/// Pills. END
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
/// Subtypes.
////////////////////////////////////////////////////////////////////////////////
//Glasses
/obj/item/weapon/reagent_containers/glass/bucket
desc = "It's a bucket."
name = "bucket"
icon = 'janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
m_amt = 200
g_amt = 0
w_class = 3.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,50,70)
volume = 70
flags = FPRINT | OPENCONTAINER
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
var/obj/item/weapon/bucket_sensor/B = new /obj/item/weapon/bucket_sensor(user.loc)
B.layer = 20
user << "You add the sensor to the bucket"
del(D)
del(src)
/obj/item/weapon/reagent_containers/glass/bucket/wateringcan
name = "watering can"
desc = "A watering can, for all your watering needs."
icon = 'hydroponics.dmi'
icon_state = "watercan"
item_state = "bucket"
attackby(var/obj/D, mob/user as mob)
if(isprox(D))
return
/obj/item/weapon/reagent_containers/glass/cantister
desc = "It's a canister. Mainly used for transporting fuel."
name = "canister"
icon = 'tank.dmi'
icon_state = "canister"
item_state = "canister"
m_amt = 300
g_amt = 0
w_class = 4.0
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,20,30,60)
volume = 120
flags = FPRINT
/obj/item/weapon/reagent_containers/glass/dispenser
name = "reagent glass"
desc = "A reagent glass."
icon = 'chemical.dmi'
icon_state = "beaker0"
amount_per_transfer_from_this = 10
flags = FPRINT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/dispenser/surfactant
name = "reagent glass (surfactant)"
icon_state = "liquid"
New()
..()
reagents.add_reagent("fluorosurfactant", 20)
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
m_amt = 0
g_amt = 500
pickup(mob/user)
on_reagent_change(user)
dropped(mob/user)
on_reagent_change()
on_reagent_change(var/mob/user)
/*
if(reagents.total_volume)
icon_state = "beaker1"
else
icon_state = "beaker0"
*/
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'beaker1.dmi'
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/glass/blender_jug
name = "Blender Jug"
desc = "A blender jug, part of a blender."
icon = 'kitchen.dmi'
icon_state = "blender_jug_e"
volume = 100
on_reagent_change()
switch(src.reagents.total_volume)
if(0)
icon_state = "blender_jug_e"
if(1 to 75)
icon_state = "blender_jug_h"
if(76 to 100)
icon_state = "blender_jug_f"
/obj/item/weapon/reagent_containers/glass/large
name = "large reagent glass"
desc = "A large reagent glass. Can hold up to 100 units."
icon = 'chemical.dmi'
icon_state = "beakerlarge"
item_state = "beaker"
m_amt = 0
g_amt = 5000
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30,50,100)
flags = FPRINT | TABLEPASS | OPENCONTAINER
pickup(mob/user)
on_reagent_change(user)
dropped(mob/user)
on_reagent_change()
on_reagent_change(var/mob/user)
overlays = null
if(reagents.total_volume)
var/obj/effect/overlay = new/obj
overlay.icon = 'beaker2.dmi'
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) overlay.icon_state = "-10"
if(10 to 24) overlay.icon_state = "10"
if(25 to 49) overlay.icon_state = "25"
if(50 to 74) overlay.icon_state = "50"
if(75 to 79) overlay.icon_state = "75"
if(80 to 90) overlay.icon_state = "80"
if(91 to 100) overlay.icon_state = "100"
var/list/rgbcolor = list(0,0,0)
var/finalcolor
for(var/datum/reagent/re in reagents.reagent_list) // natural color mixing bullshit/algorithm
if(!finalcolor)
rgbcolor = GetColors(re.color)
finalcolor = re.color
else
var/newcolor[3]
var/prergbcolor[3]
prergbcolor = rgbcolor
newcolor = GetColors(re.color)
rgbcolor[1] = (prergbcolor[1]+newcolor[1])/2
rgbcolor[2] = (prergbcolor[2]+newcolor[2])/2
rgbcolor[3] = (prergbcolor[3]+newcolor[3])/2
finalcolor = rgb(rgbcolor[1], rgbcolor[2], rgbcolor[3])
// This isn't a perfect color mixing system, the more reagents that are inside,
// the darker it gets until it becomes absolutely pitch black! I dunno, maybe
// that's pretty realistic? I don't do a whole lot of color-mixing anyway.
// If you add brighter colors to it it'll eventually get lighter, though.
overlay.icon += finalcolor
if(user || !istype(src.loc, /turf))
overlay.layer = 30
overlays += overlay
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = null
item_state = "atoxinbottle"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,25,30)
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 50
New()
..()
if(!icon_state)
icon_state = "bottle[rand(1,20)]"
/obj/item/weapon/reagent_containers/glass/bottle/inaprovaline
name = "inaprovaline bottle"
desc = "A small bottle. Contains inaprovaline - used to stabilize patients."
icon = 'chemical.dmi'
icon_state = "bottle16"
New()
..()
reagents.add_reagent("inaprovaline", 30)
/obj/item/weapon/reagent_containers/glass/bottle/toxin
name = "toxin bottle"
desc = "A small bottle of toxins. Do not drink, it is poisonous."
icon = 'chemical.dmi'
icon_state = "bottle12"
New()
..()
reagents.add_reagent("toxin", 30)
/*/obj/item/weapon/reagent_containers/glass/bottle/cyanide
name = "cyanide bottle"
desc = "A small bottle of cyanide. Bitter almonds?"
icon = 'chemical.dmi'
icon_state = "bottle12"
New()
..()
reagents.add_reagent("cyanide", 30) */
/obj/item/weapon/reagent_containers/glass/bottle/stoxin
name = "sleep-toxin bottle"
desc = "A small bottle of sleep toxins. Just the fumes make you sleepy."
icon = 'chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("stoxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/chloralhydrate
name = "Chloral Hydrate Bottle"
desc = "A small bottle of Choral Hydrate. Mickey's Favorite!"
icon = 'chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("chloralhydrate", 15) //Intentionally low since it is so strong. Still enough to knock someone out.
/obj/item/weapon/reagent_containers/glass/bottle/antitoxin
name = "anti-toxin bottle"
desc = "A small bottle of Anti-toxins. Counters poisons, and repairs damage, a wonder drug."
icon = 'chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("anti_toxin", 30)
/obj/item/weapon/reagent_containers/glass/bottle/ammonia
name = "ammonia bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle20"
New()
..()
reagents.add_reagent("ammonia", 30)
/obj/item/weapon/reagent_containers/glass/bottle/diethylamine
name = "diethylamine bottle"
desc = "A small bottle."
icon = 'chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("diethylamine", 30)
/obj/item/weapon/reagent_containers/glass/bottle/flu_virion
name = "Flu virion culture bottle"
desc = "A small bottle. Contains H13N1 flu virion culture in synthblood medium."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/flu(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/pierrot_throat
name = "Pierrot's Throat culture bottle"
desc = "A small bottle. Contains H0NI<42 virion culture in synthblood medium."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/pierrot_throat(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/cold
name = "Rhinovirus culture bottle"
desc = "A small bottle. Contains XY-rhinovirus culture in synthblood medium."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/cold(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/retrovirus
name = "Retrovirus culture bottle"
desc = "A small bottle. Contains a retrovirus culture in a synthblood medium."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/dna_retrovirus(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS+ culture in synthblood medium."//Or simply - General BullShit
icon = 'chemical.dmi'
icon_state = "bottle3"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
var/datum/disease/F = new /datum/disease/gbs
var/list/data = list("virus"= F)
R.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/fake_gbs
name = "GBS culture bottle"
desc = "A small bottle. Contains Gravitokinetic Bipotential SADS- culture in synthblood medium."//Or simply - General BullShit
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/fake_gbs(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/*
/obj/item/weapon/reagent_containers/glass/bottle/rhumba_beat
name = "Rhumba Beat culture bottle"
desc = "A small bottle. Contains The Rhumba Beat culture in synthblood medium."//Or simply - General BullShit
icon = 'chemical.dmi'
icon_state = "bottle3"
amount_per_transfer_from_this = 5
New()
var/datum/reagents/R = new/datum/reagents(20)
reagents = R
R.my_atom = src
var/datum/disease/F = new /datum/disease/rhumba_beat
var/list/data = list("virus"= F)
R.add_reagent("blood", 20, data)
*/
/obj/item/weapon/reagent_containers/glass/bottle/brainrot
name = "Brainrot culture bottle"
desc = "A small bottle. Contains Cryptococcus Cosmosis culture in synthblood medium."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/brainrot(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/magnitis
name = "Magnitis culture bottle"
desc = "A small bottle. Contains a small dosage of Fukkos Miracos."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/magnitis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/wizarditis
name = "Wizarditis culture bottle"
desc = "A small bottle. Contains a sample of Rincewindus Vulgaris."
icon = 'chemical.dmi'
icon_state = "bottle3"
New()
..()
var/datum/disease/F = new /datum/disease/wizarditis(0)
var/list/data = list("viruses"= list(F))
reagents.add_reagent("blood", 20, data)
/obj/item/weapon/reagent_containers/glass/bottle/pacid
name = "Polytrinic Acid Bottle"
desc = "A small bottle. Contains a small amount of Polytrinic Acid"
icon = 'chemical.dmi'
icon_state = "bottle17"
New()
..()
reagents.add_reagent("pacid", 30)
/obj/item/weapon/reagent_containers/glass/bottle/adminordrazine
name = "Adminordrazine Bottle"
desc = "A small bottle. Contains the liquid essence of the gods."
icon = 'drinks.dmi'
icon_state = "holyflask"
New()
..()
reagents.add_reagent("adminordrazine", 30)
/obj/item/weapon/reagent_containers/glass/bottle/ert
name = "emergency medicine bottle"
desc = "A large bottle."
icon = 'chemical.dmi'
icon_state = "bottle3"
item_state = "atoxinbottle"
amount_per_transfer_from_this = 50
possible_transfer_amounts = null
flags = FPRINT | TABLEPASS | OPENCONTAINER
volume = 50
New()
..()
if(!icon_state)
icon_state = "bottle[rand(1,20)]"
/obj/item/weapon/reagent_containers/glass/bottle/ert/quikheal
name = "Quikheal bottle"
desc = "Seems to be a strange mix of delicious goodness. Smells woozy."
New()
..()
reagents.add_reagent("bicaridine", 8)
reagents.add_reagent("dexalinp", 5)
reagents.add_reagent("dermaline", 8)
reagents.add_reagent("arithrazine", 8)
reagents.add_reagent("inaprovaline", 8)
reagents.add_reagent("cryptobiolin", 13)
/obj/item/weapon/reagent_containers/glass/bottle/ert/boost
name = "Combat Boost bottle"
desc = "Seems to be a strange mix of delicious goodness. It... Pulses slightly before your eyes."
New()
..()
reagents.add_reagent("hyperzine", 10)
reagents.add_reagent("dermaline", 10)
reagents.add_reagent("leporazine", 10)
reagents.add_reagent("bicaridine", 10)
reagents.add_reagent("mutagen", 10)
/obj/item/weapon/reagent_containers/glass/bottle/ert/cryo
name = "Cryo-in-a-bottle"
desc = "Seems to be a strange mix of delicious goodness. It's freezing cold to the touch."
New()
..()
reagents.add_reagent("clonexadone", 25)
reagents.add_reagent("liquidnitrogen", 15)
reagents.add_reagent("chloralhydrate", 10)
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
New()
..()
reagents.add_reagent("cryoxadone", 30)
/obj/item/weapon/reagent_containers/glass/beaker/tricordrazine
name = "beaker"
desc = "A beaker. Can hold up to 50 units."
icon = 'chemical.dmi'
icon_state = "beaker0"
item_state = "beaker"
New()
..()
reagents.add_reagent("tricordrazine", 30)
/obj/item/weapon/reagent_containers/food/drinks/golden_cup
desc = "A golden cup"
name = "golden cup"
icon_state = "golden_cup"
item_state = "" //nope :(
w_class = 4
force = 14
throwforce = 10
amount_per_transfer_from_this = 20
possible_transfer_amounts = null
volume = 150
flags = FPRINT | CONDUCT | TABLEPASS | OPENCONTAINER
/obj/item/weapon/reagent_containers/food/drinks/golden_cup/tournament_26_06_2011
desc = "A golden cup. It will be presented to a winner of tournament 26 june and name of the winner will be graved on it."
//Syringes
/obj/item/weapon/reagent_containers/syringe/robot/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
..()
reagents.add_reagent("anti_toxin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/robot/inaprovaline
name = "Syringe (inaprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
..()
reagents.add_reagent("inaprovaline", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/robot/mixed
name = "Syringe (mixed)"
desc = "Contains inaprovaline & anti-toxins."
New()
..()
reagents.add_reagent("inaprovaline", 7)
reagents.add_reagent("anti_toxin", 8)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/inaprovaline
name = "Syringe (inaprovaline)"
desc = "Contains inaprovaline - used to stabilize patients."
New()
..()
reagents.add_reagent("inaprovaline", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/antitoxin
name = "Syringe (anti-toxin)"
desc = "Contains anti-toxins."
New()
..()
reagents.add_reagent("anti_toxin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/antiviral
name = "Syringe (spaceacillin)"
desc = "Contains antiviral agents."
New()
..()
reagents.add_reagent("spaceacillin", 15)
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/ld50_syringe/choral
New()
..()
reagents.add_reagent("chloralhydrate", 50)
mode = SYRINGE_INJECT
update_icon()
////////////////////////////////////////////////////////////////////////////////
/// Concrete food moved to code/modules/food/food.dm
/////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////Condiments
//Notes by Darem: The condiments food-subtype is for stuff you don't actually eat but you use to modify existing food. They all
// leave empty containers when used up and can be filled/re-filled with other items. Formatting for first section is identical
// to mixed-drinks code. If you want an object that starts pre-loaded, you need to make it in addition to the other code.
/obj/item/weapon/reagent_containers/food/condiment //Food items that aren't eaten normally and leave an empty container behind.
name = "Condiment Container"
desc = "Just your average condiment container."
icon = 'food.dmi'
icon_state = "emptycondiment"
flags = FPRINT | TABLEPASS | OPENCONTAINER
possible_transfer_amounts = list(1,5,10)
volume = 50
attackby(obj/item/weapon/W as obj, mob/user as mob)
return
attack_self(mob/user as mob)
return
attack(mob/M as mob, mob/user as mob, def_zone)
var/datum/reagents/R = src.reagents
if(!R || !R.total_volume)
user << "\red None of [src] left, oh no!"
return 0
if(M == user)
M << "\blue You swallow some of contents of the [src]."
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
return 1
else if( istype(M, /mob/living/carbon/human) )
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] attempts to feed [M] [src].", 1)
if(!do_mob(user, M)) return
for(var/mob/O in viewers(world.view, user))
O.show_message("\red [user] feeds [M] [src].", 1)
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>Has been fed [src.name] by [user.name] ([user.ckey]) Reagents: \ref[reagents]</font>")
user.attack_log += text("\[[time_stamp()]\] <font color='red'>Fed [src.name] by [M.name] ([M.ckey]) Reagents: \ref[reagents]</font>")
log_admin("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
msg_admin_attack("ATTACK: [user] ([user.ckey]) fed [M] ([M.ckey]) with [src].")
log_attack("<font color='red'>[user.name] ([user.ckey]) fed [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
if(reagents.total_volume)
reagents.reaction(M, INGEST)
spawn(5)
reagents.trans_to(M, 10)
playsound(M.loc,'drink.ogg', rand(10,50), 1)
return 1
return 0
attackby(obj/item/I as obj, mob/user as mob)
return
afterattack(obj/target, mob/user , flag)
if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(!target.reagents.total_volume)
user << "\red [target] is empty."
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "\red [src] is full."
return
var/trans = target.reagents.trans_to(src, target:amount_per_transfer_from_this)
user << "\blue You fill [src] with [trans] units of the contents of [target]."
//Something like a glass or a food item. Player probably wants to transfer TO it.
else if(target.is_open_container() || istype(target, /obj/item/weapon/reagent_containers/food/snacks))
if(!reagents.total_volume)
user << "\red [src] is empty."
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "\red you can't add anymore to [target]."
return
var/trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "\blue You transfer [trans] units of the condiment to [target]."
on_reagent_change()
if(icon_state == "saltshakersmall" || icon_state == "peppermillsmall")
return
if(reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("ketchup")
name = "Ketchup"
desc = "You feel more American already."
icon_state = "ketchup"
if("capsaicin")
name = "Hotsauce"
desc = "You can almost TASTE the stomach ulcers now!"
icon_state = "hotsauce"
if("enzyme")
name = "Universal Enzyme"
desc = "Used in cooking various dishes."
icon_state = "enzyme"
if("soysauce")
name = "Soy Sauce"
desc = "A salty soy-based flavoring."
icon_state = "soysauce"
if("frostoil")
name = "Coldsauce"
desc = "Leaves the tongue numb in its passage."
icon_state = "coldsauce"
if("sodiumchloride")
name = "Salt Shaker"
desc = "Salt. From space oceans, presumably."
icon_state = "saltshaker"
if("blackpepper")
name = "Pepper Mill"
desc = "Often used to flavor food or make people sneeze."
icon_state = "peppermillsmall"
if("cornoil")
name = "Corn Oil"
desc = "A delicious oil used in cooking. Made from corn."
icon_state = "oliveoil"
if("sugar")
name = "Sugar"
desc = "Tastey space sugar!"
else
name = "Misc Condiment Bottle"
if (reagents.reagent_list.len==1)
desc = "Looks like it is [reagents.get_master_reagent_name()], but you are not sure."
else
desc = "A mixture of various condiments. [reagents.get_master_reagent_name()] is one of them."
icon_state = "mixedcondiments"
else
icon_state = "emptycondiment"
name = "Condiment Bottle"
desc = "An empty condiment bottle."
return
/obj/item/weapon/reagent_containers/food/condiment/enzyme
name = "Universal Enzyme"
desc = "Used in cooking various dishes."
icon_state = "enzyme"
New()
..()
reagents.add_reagent("enzyme", 50)
/obj/item/weapon/reagent_containers/food/condiment/sugar
New()
..()
reagents.add_reagent("sugar", 50)
/obj/item/weapon/reagent_containers/food/condiment/saltshaker //Seperate from above since it's a small shaker rather then
name = "Salt Shaker" // a large one.
desc = "Salt. From space oceans, presumably."
icon_state = "saltshakersmall"
possible_transfer_amounts = list(1,20) //for clown turning the lid off
amount_per_transfer_from_this = 1
volume = 20
New()
..()
reagents.add_reagent("sodiumchloride", 20)
/obj/item/weapon/reagent_containers/food/condiment/peppermill
name = "Pepper Mill"
desc = "Often used to flavor food or make people sneeze."
icon_state = "peppermillsmall"
possible_transfer_amounts = list(1,20) //for clown turning the lid off
amount_per_transfer_from_this = 1
volume = 20
New()
..()
reagents.add_reagent("blackpepper", 20)
///////////////////////////////////////////////Drinks
//Notes by Darem: Drinks are simply containers that start preloaded. Unlike condiments, the contents can be ingested directly
// rather then having to add it to something else first. They should only contain liquids. They have a default container size of 50.
// Formatting is the same as food.
/obj/item/weapon/reagent_containers/food/drinks/milk
name = "Space Milk"
desc = "It's milk. White and nutritious goodness!"
icon_state = "milk"
New()
..()
reagents.add_reagent("milk", 50)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/soymilk
name = "SoyMilk"
desc = "It's soy milk. White and nutritious goodness!"
icon_state = "soymilk"
New()
..()
reagents.add_reagent("soymilk", 50)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/coffee
name = "Robust Coffee"
desc = "Careful, the beverage you're about to enjoy is extremely hot."
icon_state = "coffee"
New()
..()
reagents.add_reagent("coffee", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/tea
name = "Duke Purple Tea"
desc = "A refreshingly quaint drink, served piping hot."
icon_state = "tea"
New()
..()
reagents.add_reagent("tea", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/ice
name = "Ice Cup"
desc = "Careful, cold ice, do not chew."
icon_state = "coffee"
New()
..()
reagents.add_reagent("ice", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/h_chocolate
name = "Dutch Hot Coco"
desc = "Made in Space South America."
icon_state = "hotchocolate"
New()
..()
reagents.add_reagent("hot_coco", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/dry_ramen
name = "Cup Ramen"
desc = "Just add 10ml water, self heats! A taste that reminds you of your school years."
icon_state = "ramen"
New()
..()
reagents.add_reagent("dry_ramen", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/cola
name = "Space Cola"
desc = "Cola. in space."
icon_state = "cola"
New()
..()
reagents.add_reagent("cola", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/beer
name = "Space Beer"
desc = "Beer. In space."
icon_state = "beer"
New()
..()
reagents.add_reagent("beer", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/ale
name = "Magm-Ale"
desc = "A true dorf's drink of choice."
icon_state = "alebottle"
New()
..()
reagents.add_reagent("ale", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/space_mountain_wind
name = "Space Mountain Wind"
desc = "Blows right through you like a space wind."
icon_state = "space_mountain_wind"
New()
..()
reagents.add_reagent("spacemountainwind", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/thirteenloko
name = "Thirteen Loko"
desc = "The CMO has advised crew members that consumption of Thirteen Loko may result in seizures, blindness, drunkeness, or even death. Please Drink Responsably."
icon_state = "thirteen_loko"
New()
..()
reagents.add_reagent("thirteenloko", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/dr_gibb
name = "Dr. Gibb"
desc = "A delicious mixture of 42 different flavors."
icon_state = "dr_gibb"
New()
..()
reagents.add_reagent("dr_gibb", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/starkist
name = "Star-kist"
desc = "The taste of a star in liquid form. And, a bit of tuna...?"
icon_state = "starkist"
New()
..()
reagents.add_reagent("cola", 15)
reagents.add_reagent("orangejuice", 15)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/space_up
name = "Space-Up"
desc = "Tastes like a hull breach in your mouth."
icon_state = "space-up"
New()
..()
reagents.add_reagent("space_up", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/lemon_lime
name = "Lemon-Lime"
desc = "You wanted ORANGE. It gave you Lemon Lime."
icon_state = "lemon-lime"
New()
..()
reagents.add_reagent("lemon_lime", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/waterbottle
name = "water bottle"
desc = "Straight from the ice lakes of Mars!"
icon_state = "waterbottle"
New()
..()
reagents.add_reagent("water", 30)
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
/obj/item/weapon/reagent_containers/food/drinks/sillycup
name = "Paper Cup"
desc = "A paper water cup."
icon_state = "water_cup_e"
possible_transfer_amounts = null
volume = 10
New()
..()
src.pixel_x = rand(-10.0, 10)
src.pixel_y = rand(-10.0, 10)
on_reagent_change()
if(reagents.total_volume)
icon_state = "water_cup"
else
icon_state = "water_cup_e"
///////////////////////////////////////////////Alchohol bottles! -Agouri //////////////////////////
//Notes by Darem: Functionally identical to regular drinks. The only difference is that the default bottle size is 100.
/obj/item/weapon/reagent_containers/food/drinks/bottle
amount_per_transfer_from_this = 10
volume = 100
/obj/item/weapon/reagent_containers/food/drinks/bottle/gin
name = "Griffeater Gin"
desc = "A bottle of high quality gin, produced in the New London Space Station."
icon_state = "ginbottle"
New()
..()
reagents.add_reagent("gin", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/whiskey
name = "Uncle Git's Special Reserve"
desc = "A premium single-malt whiskey, gently matured inside the tunnels of a nuclear shelter. TUNNEL WHISKEY RULES."
icon_state = "whiskeybottle"
New()
..()
reagents.add_reagent("whiskey", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka
name = "Tunguska Triple Distilled"
desc = "Aah, vodka. Prime choice of drink AND fuel by Russians worldwide."
icon_state = "vodkabottle"
New()
..()
reagents.add_reagent("vodka", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/tequilla
name = "Caccavo Guaranteed Quality Tequilla"
desc = "Made from premium petroleum distillates, pure thalidomide and other fine quality ingredients!"
icon_state = "tequillabottle"
New()
..()
reagents.add_reagent("tequilla", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/bottleofnothing
name = "Bottle of Nothing"
desc = "A bottle filled with nothing"
icon_state = "bottleofnothing"
New()
..()
reagents.add_reagent("nothing", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/patron
name = "Wrapp Artiste Patron"
desc = "Silver laced tequilla, served in space night clubs across the galaxy."
icon_state = "patronbottle"
New()
..()
reagents.add_reagent("patron", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/rum
name = "Captain Pete's Cuban Spiced Rum"
desc = "This isn't just rum, oh no. It's practically GRIFF in a bottle."
icon_state = "rumbottle"
New()
..()
reagents.add_reagent("rum", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/deadrum
name = "Deadrum Bumbo"
desc = "Tastes a lot sweeter than ordinary rum (that's to help disguise the kick)."
icon_state = "deadrumbottle"
New()
..()
reagents.add_reagent("deadrum", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/holywater
name = "Flask of Holy Water"
desc = "A flask of the chaplain's holy water."
icon_state = "holyflask"
New()
..()
reagents.add_reagent("holywater", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/vermouth
name = "Goldeneye Vermouth"
desc = "Sweet, sweet dryness~"
icon_state = "vermouthbottle"
New()
..()
reagents.add_reagent("vermouth", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/kahlua
name = "Robert Robust's Coffee Liqueur"
desc = "A widely known, Mexican coffee-flavoured liqueur. In production since 1936, HONK"
icon_state = "kahluabottle"
New()
..()
reagents.add_reagent("kahlua", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/goldschlager
name = "College Girl Goldschlager"
desc = "Because they are the only ones who will drink 100 proof cinnamon schnapps."
icon_state = "goldschlagerbottle"
New()
..()
reagents.add_reagent("goldschlager", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cognac
name = "Chateau De Baton Premium Cognac"
desc = "A sweet and strongly alchoholic drink, made after numerous distillations and years of maturing. You might as well not scream 'SHITCURITY' this time."
icon_state = "cognacbottle"
New()
..()
reagents.add_reagent("cognac", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/wine
name = "Doublebeard Bearded Special Wine"
desc = "A faint aura of unease and asspainery surrounds the bottle."
icon_state = "winebottle"
New()
..()
reagents.add_reagent("wine", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/absinthe
name = "Jailbreaker Verte"
desc = "Twenty-fourth century Green Fairy, one sip of this and you just know you're gonna have a good time."
icon_state = "absinthebottle"
New()
..()
reagents.add_reagent("absinthe", 100)
//////////////////////////JUICES AND STUFF ///////////////////////
/obj/item/weapon/reagent_containers/food/drinks/bottle/orangejuice
name = "Orange Juice"
desc = "Full of vitamins and deliciousness!"
icon_state = "orangejuice"
New()
..()
reagents.add_reagent("orangejuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/cream
name = "Milk Cream"
desc = "It's cream. Made from milk. What else did you think you'd find in there?"
icon_state = "cream"
New()
..()
reagents.add_reagent("cream", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/tomatojuice
name = "Tomato Juice"
desc = "Well, at least it LOOKS like tomato juice. You can't tell with all that redness."
icon_state = "tomatojuice"
New()
..()
reagents.add_reagent("tomatojuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/bottle/limejuice
name = "Lime Juice"
desc = "Sweet-sour goodness."
icon_state = "limejuice"
New()
..()
reagents.add_reagent("limejuice", 100)
/obj/item/weapon/reagent_containers/food/drinks/tonic
name = "T-Borg's Tonic Water"
desc = "Quinine tastes funny, but at least it'll keep that Space Malaria away."
icon_state = "tonic"
New()
..()
reagents.add_reagent("tonic", 50)
/obj/item/weapon/reagent_containers/food/drinks/sodawater
name = "Soda Water"
desc = "A can of soda water. Why not make a scotch and soda?"
icon_state = "sodawater"
New()
..()
reagents.add_reagent("sodawater", 50)
////////////////////////// PILLS ///////////////////////
/obj/item/weapon/reagent_containers/pill/antitox
name = "Anti-toxins pill"
desc = "Neutralizes many common toxins."
icon_state = "pill17"
New()
..()
reagents.add_reagent("anti_toxin", 50)
/obj/item/weapon/reagent_containers/pill/antitox/tajaran
name = "peacebody plant powder"
desc = "A powder ingested to rid the body of poisons."
icon = 'food.dmi'
icon_state = "nettlesoup"
New()
..()
reagents.add_reagent("anti_toxin", 100)
/obj/item/weapon/reagent_containers/pill/tox
name = "Toxins pill"
desc = "Highly toxic."
icon_state = "pill5"
New()
..()
reagents.add_reagent("toxin", 50)
/obj/item/weapon/reagent_containers/pill/cyanide
name = "Suicide pill"
desc = "Don't swallow this."
icon_state = "pill5"
New()
..()
reagents.add_reagent("chloralhydrate", 100)
/obj/item/weapon/reagent_containers/pill/adminordrazine
name = "Adminordrazine pill"
desc = "It's magic. We don't have to explain it."
icon_state = "pill16"
New()
..()
reagents.add_reagent("adminordrazine", 50)
/obj/item/weapon/reagent_containers/pill/stox
name = "Sleeping pill"
desc = "Commonly used to treat insomnia."
icon_state = "pill8"
New()
..()
reagents.add_reagent("stoxin", 15)
/obj/item/weapon/reagent_containers/pill/kelotane
name = "Kelotane pill"
desc = "Used to treat burns."
icon_state = "pill11"
New()
..()
reagents.add_reagent("kelotane", 15)
/obj/item/weapon/reagent_containers/pill/tramadol
name = "Tramadol pill"
desc = "A simple painkiller."
icon_state = "pill8"
New()
..()
reagents.add_reagent("tramadol", 15)
/obj/item/weapon/reagent_containers/pill/inaprovaline
name = "Inaprovaline pill"
desc = "Used to stabilize patients."
icon_state = "pill20"
New()
..()
reagents.add_reagent("inaprovaline", 30)
/obj/item/weapon/reagent_containers/pill/dexalin
name = "Dexalin pill"
desc = "Used to treat oxygen deprivation."
icon_state = "pill16"
New()
..()
reagents.add_reagent("dexalin", 15)
/obj/item/weapon/reagent_containers/pill/bicaridine
name = "Bicaridine pill"
desc = "Used to treat physical injuries."
icon_state = "pill18"
New()
..()
reagents.add_reagent("bicaridine", 15)
//Dispensers
/obj/structure/reagent_dispensers/watertank
name = "watertank"
desc = "A watertank"
icon = 'objects.dmi'
icon_state = "watertank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("water",1000)
/obj/structure/reagent_dispensers/fueltank
name = "fueltank"
desc = "A fueltank"
icon = 'objects.dmi'
icon_state = "weldtank"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("fuel",1000)
bullet_act(var/obj/item/projectile/Proj)
if(istype(Proj ,/obj/item/projectile/beam)||istype(Proj,/obj/item/projectile/bullet))
explosion(get_turf(src),-1,0,2)
if(src)
del(src)
blob_act()
explosion(get_turf(src),0,1,5,7,10)
if(src)
del(src)
ex_act()
explosion(get_turf(src),-1,0,2)
if(src)
del(src)
/obj/structure/reagent_dispensers/peppertank
name = "Pepper Spray Refiller"
desc = "Refill pepper spray canisters."
icon = 'objects.dmi'
icon_state = "peppertank"
anchored = 1
density = 0
amount_per_transfer_from_this = 45
New()
..()
reagents.add_reagent("condensedcapsaicin",1000)
/obj/structure/reagent_dispensers/water_cooler
name = "Water-Cooler"
desc = "A machine that dispenses water to drink"
amount_per_transfer_from_this = 5
icon = 'vending.dmi'
icon_state = "water_cooler"
possible_transfer_amounts = null
anchored = 1
New()
..()
reagents.add_reagent("water",500)
/obj/structure/reagent_dispensers/beerkeg
name = "beer keg"
desc = "A beer keg"
icon = 'objects.dmi'
icon_state = "beertankTEMP"
amount_per_transfer_from_this = 10
New()
..()
reagents.add_reagent("beer",1000)
/obj/structure/reagent_dispensers/beerkeg/blob_act()
explosion(get_turf(src),0,3,5,7,10)
del(src)
//////////////////////////drinkingglass and shaker//
//Note by Darem: This code handles the mixing of drinks. New drinks go in three places: In Chemistry-Reagents.dm (for the drink
// itself), in Chemistry-Recipes.dm (for the reaction that changes the components into the drink), and here (for the drinking glass
// icon states.
/obj/item/weapon/reagent_containers/food/drinks/shaker
name = "Shaker"
desc = "A metal shaker to mix drinks in."
icon_state = "shaker"
amount_per_transfer_from_this = 10
volume = 100
/obj/item/weapon/reagent_containers/food/drinks/flask
name = "captain\'s flask"
desc = "A metal flask belonging to the captain"
icon_state = "flask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/dflask
name = "detective\'s flask"
desc = "A well used metal flask with the detective's name etched into it."
icon_state = "dflask"
volume = 60
/obj/item/weapon/reagent_containers/food/drinks/britcup
name = "cup"
desc = "A cup with the british flag emblazoned on it."
icon_state = "britcup"
volume = 30
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass
name = "glass"
desc = "Your standard drinking glass."
icon_state = "glass_empty"
amount_per_transfer_from_this = 10
volume = 50
on_reagent_change()
/*if(reagents.reagent_list.len > 1 )
icon_state = "glass_brown"
name = "Glass of Hooch"
desc = "Two or more drinks, mixed together."*/
/*else if(reagents.reagent_list.len == 1)
for(var/datum/reagent/R in reagents.reagent_list)
switch(R.id)*/
if (reagents.reagent_list.len > 0)
//mrid = R.get_master_reagent_id()
switch(reagents.get_master_reagent_id())
if("beer")
icon_state = "beerglass"
name = "Beer glass"
desc = "A freezing pint of beer"
if("beer2")
icon_state = "beerglass"
name = "Beer glass"
desc = "A freezing pint of beer"
if("ale")
icon_state = "aleglass"
name = "Ale glass"
desc = "A freezing pint of delicious Ale"
if("milk")
icon_state = "glass_white"
name = "Glass of milk"
desc = "White and nutritious goodness!"
if("cream")
icon_state = "glass_white"
name = "Glass of cream"
desc = "Ewwww..."
if("chocolate")
icon_state = "chocolateglass"
name = "Glass of chocolate"
desc = "Tasty"
if("lemon")
icon_state = "lemonglass"
name = "Glass of lemon"
desc = "Sour..."
if("cola")
icon_state = "glass_brown"
name = "Glass of Space Cola"
desc = "A glass of refreshing Space Cola"
if("nuka_cola")
icon_state = "nuka_colaglass"
name = "Nuka Cola"
desc = "Don't cry, Don't raise your eye, It's only nuclear wasteland"
if("orangejuice")
icon_state = "glass_orange"
name = "Glass of Orange juice"
desc = "Vitamins! Yay!"
if("tomatojuice")
icon_state = "glass_red"
name = "Glass of Tomato juice"
desc = "Are you sure this is tomato juice?"
if("blood")
icon_state = "glass_red"
name = "Glass of Tomato juice"
desc = "Are you sure this is tomato juice?"
if("limejuice")
icon_state = "glass_green"
name = "Glass of Lime juice"
desc = "A glass of sweet-sour lime juice."
if("whiskey")
icon_state = "whiskeyglass"
name = "Glass of whiskey"
desc = "The silky, smokey whiskey goodness inside the glass makes the drink look very classy."
if("gin")
icon_state = "ginvodkaglass"
name = "Glass of gin"
desc = "A crystal clear glass of Griffeater gin."
if("vodka")
icon_state = "ginvodkaglass"
name = "Glass of vodka"
desc = "The glass contain wodka. Xynta."
if("goldschlager")
icon_state = "ginvodkaglass"
name = "Glass of goldschlager"
desc = "100 proof that teen girls will drink anything with gold in it."
if("wine")
icon_state = "wineglass"
name = "Glass of wine"
desc = "A very classy looking drink."
if("cognac")
icon_state = "cognacglass"
name = "Glass of cognac"
desc = "Damn, you feel like some kind of French aristocrat just by holding this."
if ("kahlua")
icon_state = "kahluaglass"
name = "Glass of RR coffee Liquor"
desc = "DAMN, THIS THING LOOKS ROBUST"
if("vermouth")
icon_state = "vermouthglass"
name = "Glass of Vermouth"
desc = "You wonder why you're even drinking this straight."
if("tequilla")
icon_state = "tequillaglass"
name = "Glass of Tequilla"
desc = "Now all that's missing is the weird colored shades!"
if("patron")
icon_state = "patronglass"
name = "Glass of Patron"
desc = "Drinking patron in the bar, with all the subpar ladies."
if("rum")
icon_state = "rumglass"
name = "Glass of Rum"
desc = "Now you want to Pray for a pirate suit, don't you?"
if("gintonic")
icon_state = "gintonicglass"
name = "Gin and Tonic"
desc = "A mild but still great cocktail. Drink up, like a true Englishman."
if("whiskeycola")
icon_state = "whiskeycolaglass"
name = "Whiskey Cola"
desc = "An innocent-looking mixture of cola and Whiskey. Delicious."
if("whiterussian")
icon_state = "whiterussianglass"
name = "White Russian"
desc = "A very nice looking drink. But that's just, like, your opinion, man."
if("screwdrivercocktail")
icon_state = "screwdriverglass"
name = "Screwdriver"
desc = "A simple, yet superb mixture of Vodka and orange juice. Just the thing for the tired engineer."
if("bloodymary")
icon_state = "bloodymaryglass"
name = "Bloody Mary"
desc = "Tomato juice, mixed with Vodka and a lil' bit of lime. Tastes like liquid murder."
if("martini")
icon_state = "martiniglass"
name = "Classic Martini"
desc = "Damn, the bartender even stirred it, not shook it."
if("vodkamartini")
icon_state = "martiniglass"
name = "Vodka martini"
desc ="A bastardisation of the classic martini. Still great."
if("gargleblaster")
icon_state = "gargleblasterglass"
name = "Pan-Galactic Gargle Blaster"
desc = "Does... does this mean that Arthur and Ford are on the station? Oh joy."
if("bravebull")
icon_state = "bravebullglass"
name = "Brave Bull"
desc = "Tequilla and Coffee liquor, brought together in a mouthwatering mixture. Drink up."
if("tequillasunrise")
icon_state = "tequillasunriseglass"
name = "Tequilla Sunrise"
desc = "Oh great, now you feel nostalgic about sunrises back on Terra..."
if("toxinsspecial")
icon_state = "toxinsspecialglass"
name = "Toxins Special"
desc = "Whoah, this thing is on FIRE"
if("beepskysmash")
icon_state = "beepskysmashglass"
name = "Beepsky Smash"
desc = "Heavy, hot and strong. Just like the Iron fist of the LAW."
if("doctorsdelight")
icon_state = "doctorsdelightglass"
name = "Doctor's Delight"
desc = "A healthy mixture of juices, guaranteed to keep you healthy until the next toolboxing takes place."
if("manlydorf")
icon_state = "manlydorfglass"
name = "The Manly Dorf"
desc = "A manly concotion made from Ale and Beer. Intended for true men only."
if("irishcream")
icon_state = "irishcreamglass"
name = "Irish Cream"
desc = "It's cream, mixed with whiskey. What else would you expect from the Irish?"
if("cubalibre")
icon_state = "cubalibreglass"
name = "Cuba Libre"
desc = "A classic mix of rum and cola."
if("b52")
icon_state = "b52glass"
name = "B-52"
desc = "Kahlua, Irish Cream, and congac. You will get bombed."
if("atomicbomb")
icon_state = "atomicbombglass"
name = "Atomic Bomb"
desc = "NanoTrasen cannot take legal responsibility for your actions after imbibing."
if("longislandicedtea")
icon_state = "longislandicedteaglass"
name = "Long Island Iced Tea"
desc = "The liquor cabinet, brought together in a delicious mix. Intended for middle-aged alcoholic women only."
if("threemileisland")
icon_state = "threemileislandglass"
name = "Three Mile Island Ice Tea"
desc = "A glass of this is sure to prevent a meltdown."
if("margarita")
icon_state = "margaritaglass"
name = "Margarita"
desc = "On the rocks with salt on the rim. Arriba~!"
if("blackrussian")
icon_state = "blackrussianglass"
name = "Black Russian"
desc = "For the lactose-intolerant. Still as classy as a White Russian."
if("vodkatonic")
icon_state = "vodkatonicglass"
name = "Vodka and Tonic"
desc = "For when a gin and tonic isn't russian enough."
if("manhattan")
icon_state = "manhattanglass"
name = "Manhattan"
desc = "The Detective's undercover drink of choice. He never could stomach gin..."
if("manhattan_proj")
icon_state = "proj_manhattanglass"
name = "Manhattan Project"
desc = "A scienitst drink of choice, for thinking how to blow up the station."
if("ginfizz")
icon_state = "ginfizzglass"
name = "Gin Fizz"
desc = "Refreshingly lemony, deliciously dry."
if("irishcoffee")
icon_state = "irishcoffeeglass"
name = "Irish Coffee"
desc = "Coffee and alcohol. More fun than a Mimosa to drink in the morning."
if("hooch")
icon_state = "glass_brown2"
name = "Hooch"
desc = "You've really hit rock bottom now... your liver packed its bags and left last night."
if("whiskeysoda")
icon_state = "whiskeysodaglass2"
name = "Whiskey Soda"
desc = "Ultimate refreshment."
if("tonic")
icon_state = "glass_clear"
name = "Glass of Tonic Water"
desc = "Quinine tastes funny, but at least it'll keep that Space Malaria away."
if("sodawater")
icon_state = "glass_clear"
name = "Glass of Soda Water"
desc = "Soda water. Why not make a scotch and soda?"
if("water")
icon_state = "glass_clear"
name = "Glass of Water"
desc = "The father of all refreshments."
if("spacemountainwind")
icon_state = "Space_mountain_wind_glass"
name = "Glass of Space Mountain Wind"
desc = "Space Mountain Wind. As you know, there are no mountains in space, only wind."
if("thirteenloko")
icon_state = "thirteen_loko_glass"
name = "Glass of Thirteen Loko"
desc = "This is a glass of Thirteen Loko, it appears to be of the highest quality. The drink, not the glass"
if("dr_gibb")
icon_state = "dr_gibb_glass"
name = "Glass of Dr. Gibb"
desc = "Dr. Gibb. Not as dangerous as the name might imply."
if("space_up")
icon_state = "space-up_glass"
name = "Glass of Space-up"
desc = "Space-up. It helps keep your cool."
if("moonshine")
icon_state = "glass_clear"
name = "Moonshine"
desc = "You've really hit rock bottom now... your liver packed its bags and left last night."
if("soymilk")
icon_state = "glass_white"
name = "Glass of soy milk"
desc = "White and nutritious soy goodness!"
if("berryjuice")
icon_state = "berryjuice"
name = "Glass of berry juice"
desc = "Berry juice. Or maybe its jam. Who cares?"
if("poisonberryjuice")
icon_state = "poisonberryjuice"
name = "Glass of poison berry juice"
desc = "A glass of deadly juice."
if("carrotjuice")
icon_state = "carrotjuice"
name = "Glass of carrot juice"
desc = "It is just like a carrot but without crunching."
if("banana")
icon_state = "banana"
name = "Glass of banana juice"
desc = "The raw essence of a banana. HONK"
if("bahama_mama")
icon_state = "bahama_mama"
name = "Bahama Mama"
desc = "Tropic cocktail"
if("singulo")
icon_state = "singulo"
name = "Singulo"
desc = "A blue-space beverage."
if("alliescocktail")
icon_state = "alliescocktail"
name = "Allies cocktail"
desc = "A drink made from your allies."
if("antifreeze")
icon_state = "antifreeze"
name = "Anti-freeze"
desc = "The ultimate refreshment."
if("barefoot")
icon_state = "b&p"
name = "Barefoot"
desc = "Barefoot and pregnant"
if("demonsblood")
icon_state = "demonsblood"
name = "Demons Blood"
desc = "Just looking at this thing makes the hair at the back of your neck stand up."
if("booger")
icon_state = "booger"
name = "Booger"
desc = "Ewww..."
if("snowwhite")
icon_state = "snowwhite"
name = "Snow White"
desc = "A cold refreshment."
if("aloe")
icon_state = "aloe"
name = "Aloe"
desc = "Very, very, very good."
if("andalusia")
icon_state = "andalusia"
name = "Andalusia"
desc = "A nice, strange named drink."
if("sbiten")
icon_state = "sbitenglass"
name = "Sbiten"
desc = "A spicy mix of Vodka and Spice. Very hot."
if("red_mead")
icon_state = "red_meadglass"
name = "Red Mead"
desc = "A True Vikings Beverage, though its color is strange."
if("mead")
icon_state = "meadglass"
name = "Mead"
desc = "A Vikings Beverage, though a cheap one."
if("iced_beer")
icon_state = "iced_beerglass"
name = "Iced Beer"
desc = "A beer so frosty, the air around it freezes."
if("grog")
icon_state = "grogglass"
name = "Grog"
desc = "A fine and cepa drink for Space."
if("soy_latte")
icon_state = "soy_latte"
name = "Soy Latte"
desc = "A nice and refrshing beverage while you are reading."
if("cafe_latte")
icon_state = "cafe_latte"
name = "Cafe Latte"
desc = "A nice, strong and refreshing beverage while you are reading."
if("acidspit")
icon_state = "acidspitglass"
name = "Acid Spit"
desc = "A drink from NanoTrasen. Made from live aliens."
if("amasec")
icon_state = "amasecglass"
name = "Amasec"
desc = "Always handy before COMBAT!!!"
if("neurotoxin")
icon_state = "neurotoxinglass"
name = "Neurotoxin"
desc = "A drink that is guaranteed to knock you silly."
if("hippiesdelight")
icon_state = "hippiesdelightglass"
name = "Hippie's Delight"
desc = "A drink enjoyed by people during the 1960's."
if("bananahonk")
icon_state = "bananahonkglass"
name = "Banana Honk"
desc = "A drink from Banana Heaven."
if("silencer")
icon_state = "silencerglass"
name = "Silencer"
desc = "A drink from silent Heaven."
if("nothing")
icon_state = "nothing"
name = "Nothing"
desc = "Absolutely nothing."
if("devilskiss")
icon_state = "devilskiss"
name = "Devils Kiss"
desc = "Creepy time!"
if("changelingsting")
icon_state = "changelingsting"
name = "Changeling Sting"
desc = "A stingy drink."
if("irishcarbomb")
icon_state = "irishcarbomb"
name = "Irish Car Bomb"
desc = "An irish car bomb."
if("syndicatebomb")
icon_state = "syndicatebomb"
name = "Syndicate Bomb"
desc = "A syndicate bomb."
if("erikasurprise")
icon_state = "erikasurprise"
name = "Erika Surprise"
desc = "The surprise is, it's green!"
if("driestmartini")
icon_state = "driestmartiniglass"
name = "Driest Martini"
desc = "Only for the experienced. You think you see sand floating in the glass."
if("ice")
icon_state = "iceglass"
name = "Glass of ice"
desc = "Generally, you're supposed to put something else in there too..."
if("icecoffee")
icon_state = "icedcoffeeglass"
name = "Iced Coffee"
desc = "A drink to perk you up and refresh you!"
if("coffee")
icon_state = "glass_brown"
name = "Glass of coffee"
desc = "Don't drop it, or you'll send scalding liquid and glass shards everywhere."
if("bilk")
icon_state = "glass_brown"
name = "Glass of bilk"
desc = "A brew of milk and beer. For those alcoholics who fear osteoporosis."
if("absinthe")
icon_state = "glass_green"
name = "Glass of absinthe"
desc = "A glass of the Green Fairy."
if("deadrum")
icon_state = "glass_brown"
name = "Glass of Dead Rum"
desc = "Dangerously sweet rum. You won't be getting scurvy any time soon!"
else
icon_state ="glass_brown"
name = "Glass of ..what?"
desc = "You can't really tell what this is."
else
icon_state = "glass_empty"
name = "drinking glass"
desc = "Your standard drinking glass"
return
// for /obj/machinery/vending/sovietsoda
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/soda
New()
..()
reagents.add_reagent("sodawater", 50)
on_reagent_change()
/obj/item/weapon/reagent_containers/food/drinks/drinkingglass/cola
New()
..()
reagents.add_reagent("cola", 50)
on_reagent_change()
///jar
/obj/item/weapon/reagent_containers/food/drinks/jar
name = "empty jar"
desc = "A jar. You're not sure what it's supposed to hold."
icon_state = "jar"
item_state = "beaker"
New()
..()
reagents.add_reagent("metroid", 50)
on_reagent_change()
if (reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("metroid")
icon_state = "jar_metroid"
name = "metroid jam"
desc = "A jar of metroid jam. Delicious!"
else
icon_state ="jar_what"
name = "jar of something"
desc = "You can't really tell what this is."
else
icon_state = "jar"
name = "empty jar"
desc = "A jar. You're not sure what it's supposed to hold."
return
//////////////////
//STYROFOAM CUPS//
//////////////////
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup
name = "styrofoam cup"
desc = "Cups for drinking."
icon_state = "styrocup-empty"
amount_per_transfer_from_this = 10
volume = 50
on_reagent_change()
if (reagents.reagent_list.len > 0)
switch(reagents.get_master_reagent_id())
if("water")
icon_state = "styrocup-clear"
else
icon_state ="styrocup-brown"
else
icon_state = "styrocup-empty"
return
/*/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile
name = "Styrofoam Cup Pile"
//desc = "A pile of styrofoam cups."
icon_state = "styrocup-stack6"
item_state = "styrocup-stack6"
w_class = 1
throwforce = 1
var/cupcount = 6
flags = TABLEPASS
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/update_icon()
src.icon_state = text("styrocup-stack[]", src.cupcount)
src.desc = text("There are [] cups left!", src.cupcount)
return
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attackby(obj/item/weapon/W as obj, mob/user as mob)
if (istype(W, /obj/item/weapon/reagent_containers/food/drinks/styrofoamcup) && (cupcount < 6))
user.drop_item()
W.loc = src
usr << "You place a cup back onto the pile."
if (src.cupcount < 6)
src.cupcount++
src.update()
return
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/proc/update()
src.icon_state = text("styrocup-stack[]", src.cupcount)
return
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/MouseDrop(mob/user as mob)
if ((user == usr && (!( usr.restrained() ) && (!( usr.stat ) && (usr.contents.Find(src) || in_range(src, usr))))))
if(ishuman(user))
if (usr.hand)
if (!( usr.l_hand ))
spawn( 0 )
src.attack_hand(usr, 1, 1)
return
else
if (!( usr.r_hand ))
spawn( 0 )
src.attack_hand(usr, 0, 1)
return
return
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attack_paw(mob/user as mob)
return src.attack_hand(user)
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/attack_hand(mob/user as mob, unused, flag)
if (flag)
return ..()
src.add_fingerprint(user)
if (locate(/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup, src))
for(var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/P in src)
if (!usr.l_hand)
P.loc = usr
P.layer = 20
usr.l_hand = P
usr.update_clothing()
usr << "You take a cup from the pile."
break
else if (!usr.r_hand)
P.loc = usr
P.layer = 20
usr.r_hand = P
usr.update_clothing()
usr << "You take a cup from the pile."
break
else
if (src.cupcount >= 1)
src.cupcount--
var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/D = new /obj/item/weapon/reagent_containers/food/drinks/styrofoamcup
D.loc = usr.loc
if(ishuman(usr))
if(!usr.get_active_hand())
usr.put_in_hand(D)
usr << "You take a cup from the pile."
else
D.loc = get_turf_loc(src)
usr << "You take a cup from the pile."
src.update()
return
/obj/item/weapon/reagent_containers/food/drinks/styrofoamcuppile/examine()
set src in oview(1)
src.cupcount = round(src.cupcount)
var/n = src.cupcount
for(var/obj/item/weapon/reagent_containers/food/drinks/styrofoamcup/P in src)
n++
if (n <= 0)
n = 0
usr << "There are no cups left on this pile."
else
if (n == 1)
usr << "There is one cup left on this pile."
else
usr << text("There are [] cups on this pile.", n)
return
*/