initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
@@ -0,0 +1,92 @@
/obj/item/weapon/reagent_containers/blood
name = "blood pack"
desc = "Contains blood used for transfusion. Must be attached to an IV drip."
icon = 'icons/obj/bloodpack.dmi'
icon_state = "empty"
volume = 200
var/blood_type = null
var/labelled = 0
/obj/item/weapon/reagent_containers/blood/New()
..()
if(blood_type != null)
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
/obj/item/weapon/reagent_containers/blood/on_reagent_change()
if(reagents)
var/datum/reagent/blood/B = reagents.has_reagent("blood")
if(B && B.data && B.data["blood_type"])
blood_type = B.data["blood_type"]
else
blood_type = null
update_pack_name()
update_icon()
/obj/item/weapon/reagent_containers/blood/proc/update_pack_name()
if(!labelled)
if(volume)
if(blood_type)
name = "blood pack [blood_type]"
else
name = "blood pack"
else
name = "empty blood pack"
/obj/item/weapon/reagent_containers/blood/update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9)
icon_state = "empty"
if(10 to 50)
icon_state = "half"
if(51 to INFINITY)
icon_state = "full"
/obj/item/weapon/reagent_containers/blood/random/New()
blood_type = pick("A+", "A-", "B+", "B-", "O+", "O-", "L")
..()
/obj/item/weapon/reagent_containers/blood/APlus
blood_type = "A+"
/obj/item/weapon/reagent_containers/blood/AMinus
blood_type = "A-"
/obj/item/weapon/reagent_containers/blood/BPlus
blood_type = "B+"
/obj/item/weapon/reagent_containers/blood/BMinus
blood_type = "B-"
/obj/item/weapon/reagent_containers/blood/OPlus
blood_type = "O+"
/obj/item/weapon/reagent_containers/blood/OMinus
blood_type = "O-"
/obj/item/weapon/reagent_containers/blood/lizard
blood_type = "L"
/obj/item/weapon/reagent_containers/blood/empty
name = "empty blood pack"
icon_state = "empty"
/obj/item/weapon/reagent_containers/blood/attackby(obj/item/I, mob/user, params)
if (istype(I, /obj/item/weapon/pen) || istype(I, /obj/item/toy/crayon))
var/t = stripped_input(user, "What would you like to label the blood pack?", name, null, 53)
if(!user.canUseTopic(src))
return
if(user.get_active_hand() != I)
return
if(loc != user)
return
if(t)
labelled = 1
name = "blood pack - [t]"
else
labelled = 0
update_pack_name()
else
return ..()
@@ -0,0 +1,228 @@
/*
Contains:
Borg Hypospray
Borg Shaker
Nothing to do with hydroponics in here. Sorry to dissapoint you.
*/
/*
Borg Hypospray
*/
/obj/item/weapon/reagent_containers/borghypo
name = "cyborg hypospray"
desc = "An advanced chemical synthesizer and injection system, designed for heavy-duty medical equipment."
icon = 'icons/obj/syringe.dmi'
item_state = "hypo"
icon_state = "borghypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = list()
var/mode = 1
var/charge_cost = 50
var/charge_tick = 0
var/recharge_time = 5 //Time it takes for shots to recharge (in seconds)
var/bypass_protection = 0 //If the hypospray can go through armor or thick material
var/list/datum/reagents/reagent_list = list()
var/list/reagent_ids = list("dexalin", "kelotane", "bicaridine", "antitoxin", "epinephrine", "spaceacillin")
var/list/modes = list() //Basically the inverse of reagent_ids. Instead of having numbers as "keys" and strings as values it has strings as keys and numbers as values.
//Used as list for input() in shakers.
/obj/item/weapon/reagent_containers/borghypo/New()
..()
var/iteration = 1
for(var/R in reagent_ids)
add_reagent(R)
modes[R] = iteration
iteration++
START_PROCESSING(SSobj, src)
/obj/item/weapon/reagent_containers/borghypo/Destroy()
STOP_PROCESSING(SSobj, src)
return ..()
/obj/item/weapon/reagent_containers/borghypo/process() //Every [recharge_time] seconds, recharge some reagents for the cyborg
charge_tick++
if(charge_tick >= recharge_time)
regenerate_reagents()
charge_tick = 0
//update_icon()
return 1
// Purely for testing purposes I swear~ //don't lie to me
/*
/obj/item/weapon/reagent_containers/borghypo/verb/add_cyanide()
set src in world
add_reagent("cyanide")
*/
// Use this to add more chemicals for the borghypo to produce.
/obj/item/weapon/reagent_containers/borghypo/proc/add_reagent(reagent)
reagent_ids |= reagent
var/datum/reagents/RG = new(30)
RG.my_atom = src
reagent_list += RG
var/datum/reagents/R = reagent_list[reagent_list.len]
R.add_reagent(reagent, 30)
/obj/item/weapon/reagent_containers/borghypo/proc/regenerate_reagents()
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
for(var/i in 1 to reagent_ids.len)
var/datum/reagents/RG = reagent_list[i]
if(RG.total_volume < RG.maximum_volume) //Don't recharge reagents and drain power if the storage is full.
R.cell.use(charge_cost) //Take power from borg...
RG.add_reagent(reagent_ids[i], 5) //And fill hypo with reagent.
/obj/item/weapon/reagent_containers/borghypo/attack(mob/living/carbon/M, mob/user)
var/datum/reagents/R = reagent_list[mode]
if(!R.total_volume)
user << "<span class='notice'>The injector is empty.</span>"
return
if(!istype(M))
return
if(R.total_volume && M.can_inject(user, 1, bypass_protection))
M << "<span class='warning'>You feel a tiny prick!</span>"
user << "<span class='notice'>You inject [M] with the injector.</span>"
var/fraction = min(amount_per_transfer_from_this/R.total_volume, 1)
R.reaction(M, INJECT, fraction)
if(M.reagents)
var/trans = R.trans_to(M, amount_per_transfer_from_this)
user << "<span class='notice'>[trans] unit\s injected. [R.total_volume] unit\s remaining.</span>"
var/list/injected = list()
for(var/datum/reagent/RG in R.reagent_list)
injected += RG.name
add_logs(user, M, "injected", src, "(CHEMICALS: [english_list(injected)])")
/obj/item/weapon/reagent_containers/borghypo/attack_self(mob/user)
var/chosen_reagent = modes[input(user, "What reagent do you want to dispense?") as null|anything in reagent_ids]
if(!chosen_reagent)
return
mode = chosen_reagent
playsound(loc, 'sound/effects/pop.ogg', 50, 0)
var/datum/reagent/R = chemical_reagents_list[reagent_ids[mode]]
user << "<span class='notice'>[src] is now dispensing '[R.name]'.</span>"
return
/obj/item/weapon/reagent_containers/borghypo/examine(mob/user)
usr = user
..()
DescribeContents() //Because using the standardized reagents datum was just too cool for whatever fuckwit wrote this
/obj/item/weapon/reagent_containers/borghypo/proc/DescribeContents()
var/empty = 1
for(var/datum/reagents/RS in reagent_list)
var/datum/reagent/R = locate() in RS.reagent_list
if(R)
usr << "<span class='notice'>It currently has [R.volume] unit\s of [R.name] stored.</span>"
empty = 0
if(empty)
usr << "<span class='warning'>It is currently empty! Allow some time for the internal syntheszier to produce more.</span>"
/obj/item/weapon/reagent_containers/borghypo/hacked
icon_state = "borghypo_s"
reagent_ids = list ("facid", "mutetoxin", "cyanide", "sodium_thiopental", "heparin", "lexorin")
/obj/item/weapon/reagent_containers/borghypo/syndicate
name = "syndicate cyborg hypospray"
desc = "An experimental piece of Syndicate technology used to produce powerful restorative nanites used to very quickly restore injuries of all types. Also metabolizes potassium iodide, for radiation poisoning, and morphine, for offense."
icon_state = "borghypo_s"
charge_cost = 20
recharge_time = 2
reagent_ids = list("syndicate_nanites", "potass_iodide", "morphine")
bypass_protection = 1
/*
Borg Shaker
*/
/obj/item/weapon/reagent_containers/borghypo/borgshaker
name = "cyborg shaker"
desc = "An advanced drink synthesizer and mixer."
icon = 'icons/obj/drinks.dmi'
icon_state = "shaker"
possible_transfer_amounts = list(5,10,20)
charge_cost = 20 //Lots of reagents all regenerating at once, so the charge cost is lower. They also regenerate faster.
recharge_time = 3
reagent_ids = list("beer", "orangejuice", "limejuice", "tomatojuice", "cola", "tonic", "sodawater", "ice", "cream", "whiskey", "vodka", "rum", "gin", "tequila", "vermouth", "wine", "kahlua", "cognac", "ale")
/obj/item/weapon/reagent_containers/borghypo/borgshaker/attack(mob/M, mob/user)
return //Can't inject stuff with a shaker, can we? //not with that attitude
/obj/item/weapon/reagent_containers/borghypo/borgshaker/regenerate_reagents()
if(isrobot(src.loc))
var/mob/living/silicon/robot/R = src.loc
if(R && R.cell)
for(var/i in modes) //Lots of reagents in this one, so it's best to regenrate them all at once to keep it from being tedious.
var/valueofi = modes[i]
var/datum/reagents/RG = reagent_list[valueofi]
if(RG.total_volume < RG.maximum_volume)
R.cell.use(charge_cost)
RG.add_reagent(reagent_ids[valueofi], 5)
/obj/item/weapon/reagent_containers/borghypo/borgshaker/afterattack(obj/target, mob/user, proximity)
if(!proximity) return
else if(target.is_open_container() && target.reagents)
var/datum/reagents/R = reagent_list[mode]
if(!R.total_volume)
user << "<span class='warning'>[src] is currently out of this ingredient! Please allow some time for the synthesizer to produce more.</span>"
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "<span class='notice'>[target] is full.</span>"
return
var/trans = R.trans_to(target, amount_per_transfer_from_this)
user << "<span class='notice'>You transfer [trans] unit\s of the solution to [target].</span>"
/obj/item/weapon/reagent_containers/borghypo/borgshaker/DescribeContents()
var/empty = 1
var/datum/reagents/RS = reagent_list[mode]
var/datum/reagent/R = locate() in RS.reagent_list
if(R)
usr << "<span class='notice'>It currently has [R.volume] unit\s of [R.name] stored.</span>"
empty = 0
if(empty)
usr << "<span class='warning'>It is currently empty! Please allow some time for the synthesizer to produce more.</span>"
/obj/item/weapon/reagent_containers/borghypo/borgshaker/hacked
..()
name = "cyborg shaker"
desc = "Will mix drinks that knock them dead."
icon = 'icons/obj/drinks.dmi'
icon_state = "threemileislandglass"
possible_transfer_amounts = list(5,10,20)
charge_cost = 20 //Lots of reagents all regenerating at once, so the charge cost is lower. They also regenerate faster.
recharge_time = 3
reagent_ids = list("beer2")
/obj/item/weapon/reagent_containers/borghypo/peace
name = "Peace Hypospray"
reagent_ids = list("dizzysolution","tiresolution")
/obj/item/weapon/reagent_containers/borghypo/peace/hacked
desc = "Everything's peaceful in death!"
icon_state = "borghypo_s"
reagent_ids = list("dizzysolution","tiresolution","tirizene","sulfonal","sodium_thiopental","cyanide","neurotoxin2")
/obj/item/weapon/reagent_containers/borghypo/epi
name = "epinephrine injector"
desc = "An advanced chemical synthesizer and injection system, designed to stabilize patients.."
reagent_ids = list("epinephrine")
@@ -0,0 +1,338 @@
//Not to be confused with /obj/item/weapon/reagent_containers/food/drinks/bottle
/obj/item/weapon/reagent_containers/glass/bottle
name = "bottle"
desc = "A small bottle."
icon_state = "bottle"
item_state = "atoxinbottle"
possible_transfer_amounts = list(5,10,15,25,30)
volume = 30
/obj/item/weapon/reagent_containers/glass/bottle/New()
..()
if(!icon_state)
icon_state = "bottle"
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/on_reagent_change()
update_icon()
/obj/item/weapon/reagent_containers/glass/bottle/update_icon()
overlays.Cut()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]-10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9)
filling.icon_state = "[icon_state]-10"
if(10 to 29)
filling.icon_state = "[icon_state]25"
if(30 to 49)
filling.icon_state = "[icon_state]50"
if(50 to 69)
filling.icon_state = "[icon_state]75"
if(70 to INFINITY)
filling.icon_state = "[icon_state]100"
filling.color = mix_color_from_reagents(reagents.reagent_list)
overlays += filling
/obj/item/weapon/reagent_containers/glass/bottle/epinephrine
name = "epinephrine bottle"
desc = "A small bottle. Contains epinephrine - used to stabilize patients."
icon_state = "bottle16"
list_reagents = list("epinephrine" = 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_state = "bottle12"
list_reagents = list("toxin" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/cyanide
name = "cyanide bottle"
desc = "A small bottle of cyanide. Bitter almonds?"
icon_state = "bottle12"
list_reagents = list("cyanide" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/morphine
name = "morphine bottle"
desc = "A small bottle of morphine."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle20"
list_reagents = list("morphine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/chloralhydrate
name = "Chloral Hydrate Bottle"
desc = "A small bottle of Choral Hydrate. Mickey's Favorite!"
icon_state = "bottle20"
list_reagents = list("chloralhydrate" = 15)
/obj/item/weapon/reagent_containers/glass/bottle/charcoal
name = "antitoxin bottle"
desc = "A small bottle of charcoal."
icon_state = "bottle17"
list_reagents = list("charcoal" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/mutagen
name = "unstable mutagen bottle"
desc = "A small bottle of unstable mutagen. Randomly changes the DNA structure of whoever comes in contact."
icon_state = "bottle20"
list_reagents = list("mutagen" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/plasma
name = "liquid plasma bottle"
desc = "A small bottle of liquid plasma. Extremely toxic and reacts with micro-organisms inside blood."
icon_state = "bottle8"
list_reagents = list("plasma" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/synaptizine
name = "synaptizine bottle"
desc = "A small bottle of synaptizine."
icon_state = "bottle20"
list_reagents = list("synaptizine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/ammonia
name = "ammonia bottle"
desc = "A small bottle of ammonia."
icon_state = "bottle20"
list_reagents = list("ammonia" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/diethylamine
name = "diethylamine bottle"
desc = "A small bottle of diethylamine."
icon_state = "bottle17"
list_reagents = list("diethylamine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/facid
name = "Fluorosulfuric Acid Bottle"
desc = "A small bottle. Contains a small amount of Fluorosulfuric Acid"
icon_state = "bottle17"
list_reagents = list("facid" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/adminordrazine
name = "Adminordrazine Bottle"
desc = "A small bottle. Contains the liquid essence of the gods."
icon = 'icons/obj/drinks.dmi'
icon_state = "holyflask"
list_reagents = list("adminordrazine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/capsaicin
name = "Capsaicin Bottle"
desc = "A small bottle. Contains hot sauce."
icon_state = "bottle3"
list_reagents = list("capsaicin" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/frostoil
name = "Frost Oil Bottle"
desc = "A small bottle. Contains cold sauce."
icon_state = "bottle17"
list_reagents = list("frostoil" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/traitor
name = "syndicate bottle"
desc = "A small bottle. Contains a random nasty chemical."
icon = 'icons/obj/chemical.dmi'
icon_state = "bottle16"
var/extra_reagent = null
/obj/item/weapon/reagent_containers/glass/bottle/traitor/New()
..()
extra_reagent = pick("polonium", "histamine", "formaldehyde", "venom", "neurotoxin2", "cyanide")
reagents.add_reagent("[extra_reagent]", 3)
/obj/item/weapon/reagent_containers/glass/bottle/polonium
name = "polonium bottle"
desc = "A small bottle. Contains Polonium."
icon_state = "bottle16"
list_reagents = list("polonium" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/venom
name = "venom bottle"
desc = "A small bottle. Contains Venom."
icon_state = "bottle16"
list_reagents = list("venom" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/neurotoxin2
name = "neurotoxin bottle"
desc = "A small bottle. Contains Neurotoxin."
icon_state = "bottle16"
list_reagents = list("neurotoxin2" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/formaldehyde
name = "formaldehyde bottle"
desc = "A small bottle. Contains Formaldehyde."
icon_state = "bottle16"
list_reagents = list("formaldehyde" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/initropidril
name = "initropidril bottle"
desc = "A small bottle. Contains initropidril."
icon_state = "bottle16"
list_reagents = list("initropidril" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/pancuronium
name = "pancuronium bottle"
desc = "A small bottle. Contains pancuronium."
icon_state = "bottle16"
list_reagents = list("pancuronium" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/sodium_thiopental
name = "sodium thiopental bottle"
desc = "A small bottle. Contains sodium thiopental."
icon_state = "bottle16"
list_reagents = list("sodium_thiopental" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/coniine
name = "coniine bottle"
desc = "A small bottle. Contains coniine."
icon_state = "bottle16"
list_reagents = list("coniine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/curare
name = "curare bottle"
desc = "A small bottle. Contains curare."
icon_state = "bottle16"
list_reagents = list("curare" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/amanitin
name = "amanitin bottle"
desc = "A small bottle. Contains amanitin."
icon_state = "bottle16"
list_reagents = list("amanitin" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/histamine
name = "histamine bottle"
desc = "A small bottle. Contains Histamine."
icon_state = "bottle16"
list_reagents = list("histamine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/diphenhydramine
name = "antihistamine bottle"
desc = "A small bottle of diphenhydramine."
icon_state = "bottle20"
list_reagents = list("diphenhydramine" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/potass_iodide
name = "anti-radiation bottle"
desc = "A small bottle of potassium iodide."
icon_state = "bottle11"
list_reagents = list("potass_iodide" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/salglu_solution
name = "saline-glucose solution bottle"
desc = "A small bottle of saline-glucose solution."
icon_state = "bottle1"
list_reagents = list("salglu_solution" = 30)
/obj/item/weapon/reagent_containers/glass/bottle/atropine
name = "atropine bottle"
desc = "A small bottle of atropine."
icon_state = "bottle12"
list_reagents = list("atropine" = 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_state = "bottle3"
spawned_disease = /datum/disease/advance/flu
/obj/item/weapon/reagent_containers/glass/bottle/epiglottis_virion
name = "Epiglottis virion culture bottle"
desc = "A small bottle. Contains Epiglottis virion culture in synthblood medium."
icon_state = "bottle3"
spawned_disease = /datum/disease/advance/voice_change
/obj/item/weapon/reagent_containers/glass/bottle/liver_enhance_virion
name = "Liver enhancement virion culture bottle"
desc = "A small bottle. Contains liver enhancement virion culture in synthblood medium."
icon_state = "bottle3"
spawned_disease = /datum/disease/advance/heal
/obj/item/weapon/reagent_containers/glass/bottle/hullucigen_virion
name = "Hullucigen virion culture bottle"
desc = "A small bottle. Contains hullucigen virion culture in synthblood medium."
icon_state = "bottle3"
spawned_disease = /datum/disease/advance/hullucigen
/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_state = "bottle3"
spawned_disease = /datum/disease/pierrot_throat
/obj/item/weapon/reagent_containers/glass/bottle/cold
name = "Rhinovirus culture bottle"
desc = "A small bottle. Contains XY-rhinovirus culture in synthblood medium."
icon_state = "bottle3"
spawned_disease = /datum/disease/advance/cold
/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_state = "bottle3"
spawned_disease = /datum/disease/dna_retrovirus
/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_state = "bottle3"
amount_per_transfer_from_this = 5
spawned_disease = /datum/disease/gbs
/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_state = "bottle3"
spawned_disease = /datum/disease/fake_gbs
/obj/item/weapon/reagent_containers/glass/bottle/brainrot
name = "Brainrot culture bottle"
desc = "A small bottle. Contains Cryptococcus Cosmosis culture in synthblood medium."
icon_state = "bottle3"
spawned_disease = /datum/disease/brainrot
/obj/item/weapon/reagent_containers/glass/bottle/magnitis
name = "Magnitis culture bottle"
desc = "A small bottle. Contains a small dosage of Fukkos Miracos."
icon_state = "bottle3"
spawned_disease = /datum/disease/magnitis
/obj/item/weapon/reagent_containers/glass/bottle/wizarditis
name = "Wizarditis culture bottle"
desc = "A small bottle. Contains a sample of Rincewindus Vulgaris."
icon_state = "bottle3"
spawned_disease = /datum/disease/wizarditis
/obj/item/weapon/reagent_containers/glass/bottle/anxiety
name = "Severe Anxiety culture bottle"
desc = "A small bottle. Contains a sample of Lepidopticides."
icon_state = "bottle3"
spawned_disease = /datum/disease/anxiety
/obj/item/weapon/reagent_containers/glass/bottle/beesease
name = "Beesease culture bottle"
desc = "A small bottle. Contains a sample of invasive Apidae."
icon_state = "bottle3"
spawned_disease = /datum/disease/beesease
/obj/item/weapon/reagent_containers/glass/bottle/fluspanish
name = "Spanish flu culture bottle"
desc = "A small bottle. Contains a sample of Inquisitius."
icon_state = "bottle3"
spawned_disease = /datum/disease/fluspanish
/obj/item/weapon/reagent_containers/glass/bottle/tuberculosis
name = "Fungal Tuberculosis culture bottle"
desc = "A small bottle. Contains a sample of Fungal Tubercle bacillus."
icon_state = "bottle3"
spawned_disease = /datum/disease/tuberculosis
/obj/item/weapon/reagent_containers/glass/bottle/tuberculosiscure
name = "BVAK bottle"
desc = "A small bottle containing Bio Virus Antidote Kit."
icon_state = "bottle5"
list_reagents = list("atropine" = 5, "epinephrine" = 5, "salbutamol" = 10, "spaceacillin" = 10)
@@ -0,0 +1,95 @@
/obj/item/weapon/reagent_containers/dropper
name = "dropper"
desc = "A dropper. Holds up to 5 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "dropper0"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list(1, 2, 3, 4, 5)
volume = 5
/obj/item/weapon/reagent_containers/dropper/afterattack(obj/target, mob/user , proximity)
if(!proximity) return
if(!target.reagents) return
if(reagents.total_volume > 0)
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "<span class='notice'>[target] is full.</span>"
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 << "<span class='warning'>You cannot directly fill [target]!</span>"
return
var/trans = 0
var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1)
if(ismob(target))
if(ishuman(target))
var/mob/living/carbon/human/victim = target
var/obj/item/safe_thing = null
if(victim.wear_mask)
if(victim.wear_mask.flags_cover & MASKCOVERSEYES)
safe_thing = victim.wear_mask
if(victim.head)
if(victim.head.flags_cover & MASKCOVERSEYES)
safe_thing = victim.head
if(victim.glasses)
if(!safe_thing)
safe_thing = victim.glasses
if(safe_thing)
if(!safe_thing.reagents)
safe_thing.create_reagents(100)
reagents.reaction(safe_thing, TOUCH, fraction)
trans = reagents.trans_to(safe_thing, amount_per_transfer_from_this)
target.visible_message("<span class='danger'>[user] tries to squirt something into [target]'s eyes, but fails!</span>", \
"<span class='userdanger'>[user] tries to squirt something into [target]'s eyes, but fails!</span>")
user << "<span class='notice'>You transfer [trans] unit\s of the solution.</span>"
update_icon()
return
else if(isalien(target)) //hiss-hiss has no eyes!
target << "<span class='danger'>[target] does not seem to have any eyes!</span>"
return
target.visible_message("<span class='danger'>[user] squirts something into [target]'s eyes!</span>", \
"<span class='userdanger'>[user] squirts something into [target]'s eyes!</span>")
reagents.reaction(target, TOUCH, fraction)
var/mob/M = target
var/R
if(reagents)
for(var/datum/reagent/A in src.reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
add_logs(user, M, "squirted", R)
trans = src.reagents.trans_to(target, amount_per_transfer_from_this)
user << "<span class='notice'>You transfer [trans] unit\s of the solution.</span>"
update_icon()
else
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers))
user << "<span class='notice'>You cannot directly remove reagents from [target].</span>"
return
if(!target.reagents.total_volume)
user << "<span class='warning'>[target] is empty!</span>"
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "<span class='notice'>You fill [src] with [trans] unit\s of the solution.</span>"
update_icon()
/obj/item/weapon/reagent_containers/dropper/update_icon()
cut_overlays()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "dropper")
filling.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(filling)
@@ -0,0 +1,273 @@
/obj/item/weapon/reagent_containers/glass
name = "glass"
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5, 10, 15, 20, 25, 30, 50)
volume = 50
flags = OPENCONTAINER
spillable = 1
/obj/item/weapon/reagent_containers/glass/attack(mob/M, mob/user, obj/target)
if(!canconsume(M, user))
return
if(!spillable)
return
if(!reagents || !reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
if(istype(M))
if(user.a_intent == "harm")
var/R
M.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [M]!</span>", \
"<span class='userdanger'>[user] splashes the contents of [src] onto [M]!</span>")
if(reagents)
for(var/datum/reagent/A in reagents.reagent_list)
R += A.id + " ("
R += num2text(A.volume) + "),"
reagents.reaction(M, TOUCH)
add_logs(user, M, "splashed", R)
reagents.clear_reagents()
else
if(M != user)
M.visible_message("<span class='danger'>[user] attempts to feed something to [M].</span>", \
"<span class='userdanger'>[user] attempts to feed something to you.</span>")
if(!do_mob(user, M))
return
if(!reagents || !reagents.total_volume)
return // The drink might be empty after the delay, such as by spam-feeding
M.visible_message("<span class='danger'>[user] feeds something to [M].</span>", "<span class='userdanger'>[user] feeds something to you.</span>")
add_logs(user, M, "fed", reagentlist(src))
else
user << "<span class='notice'>You swallow a gulp of [src].</span>"
var/fraction = min(5/reagents.total_volume, 1)
reagents.reaction(M, INGEST, fraction)
spawn(5)
reagents.trans_to(M, 5)
playsound(M.loc,'sound/items/drink.ogg', rand(10,50), 1)
/obj/item/weapon/reagent_containers/glass/afterattack(obj/target, mob/user, proximity)
if((!proximity) || !check_allowed_items(target,target_self=1)) return
else if(istype(target, /obj/structure/reagent_dispensers)) //A dispenser. Transfer FROM it TO us.
if(target.reagents && !target.reagents.total_volume)
user << "<span class='warning'>[target] is empty and can't be refilled!</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>[src] is full.</span>"
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this)
user << "<span class='notice'>You fill [src] with [trans] unit\s of the contents of [target].</span>"
else if(target.is_open_container() && target.reagents) //Something like a glass. Player probably wants to transfer TO it.
if(!reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "<span class='notice'>[target] is full.</span>"
return
var/trans = reagents.trans_to(target, amount_per_transfer_from_this)
user << "<span class='notice'>You transfer [trans] unit\s of the solution to [target].</span>"
else if(reagents.total_volume)
if(user.a_intent == "harm")
user.visible_message("<span class='danger'>[user] splashes the contents of [src] onto [target]!</span>", \
"<span class='notice'>You splash the contents of [src] onto [target].</span>")
reagents.reaction(target, TOUCH)
reagents.clear_reagents()
/obj/item/weapon/reagent_containers/glass/attackby(obj/item/I, mob/user, params)
var/hotness = I.is_hot()
if(hotness)
var/added_heat = (hotness / 100) //ishot returns a temperature
if(reagents)
if(reagents.chem_temp < hotness) //can't be heated to be hotter than the source
reagents.chem_temp += added_heat
user << "<span class='notice'>You heat [src] with [I].</span>"
reagents.handle_reactions()
else
user << "<span class='warning'>[src] is already hotter than [I]!</span>"
if(istype(I,/obj/item/weapon/reagent_containers/food/snacks/egg)) //breaking eggs
var/obj/item/weapon/reagent_containers/food/snacks/egg/E = I
if(reagents)
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>[src] is full.</span>"
else
user << "<span class='notice'>You break [E] in [src].</span>"
reagents.add_reagent("eggyolk", 5)
qdel(E)
return
..()
/obj/item/weapon/reagent_containers/glass/beaker
name = "beaker"
desc = "A beaker. It can hold up to 50 units."
icon = 'icons/obj/chemical.dmi'
icon_state = "beaker"
item_state = "beaker"
materials = list(MAT_GLASS=500)
/obj/item/weapon/reagent_containers/glass/beaker/New()
..()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/on_reagent_change()
update_icon()
/obj/item/weapon/reagent_containers/glass/beaker/update_icon()
cut_overlays()
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "[icon_state]10")
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9)
filling.icon_state = "[icon_state]-10"
if(10 to 24)
filling.icon_state = "[icon_state]10"
if(25 to 49)
filling.icon_state = "[icon_state]25"
if(50 to 74)
filling.icon_state = "[icon_state]50"
if(75 to 79)
filling.icon_state = "[icon_state]75"
if(80 to 90)
filling.icon_state = "[icon_state]80"
if(91 to INFINITY)
filling.icon_state = "[icon_state]100"
filling.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(filling)
/obj/item/weapon/reagent_containers/glass/beaker/large
name = "large beaker"
desc = "A large beaker. Can hold up to 100 units."
icon_state = "beakerlarge"
materials = list(MAT_GLASS=2500)
volume = 100
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,20,25,30,50,100)
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact
name = "cryostasis beaker"
desc = "A cryostasis beaker that allows for chemical storage without \
reactions. Can hold up to 50 units."
icon_state = "beakernoreact"
materials = list(MAT_METAL=3000)
volume = 50
amount_per_transfer_from_this = 10
origin_tech = "materials=2;engineering=3;plasmatech=3"
flags = OPENCONTAINER
/obj/item/weapon/reagent_containers/glass/beaker/noreact/New()
..()
reagents.set_reacting(FALSE)
/obj/item/weapon/reagent_containers/glass/beaker/bluespace
name = "bluespace beaker"
desc = "A bluespace beaker, powered by experimental bluespace technology \
and Element Cuban combined with the Compound Pete. Can hold up to \
300 units."
icon_state = "beakerbluespace"
materials = list(MAT_GLASS=3000)
volume = 300
amount_per_transfer_from_this = 10
possible_transfer_amounts = list(5,10,15,20,25,30,50,100,300)
flags = OPENCONTAINER
origin_tech = "bluespace=5;materials=4;plasmatech=4"
/obj/item/weapon/reagent_containers/glass/beaker/cryoxadone
list_reagents = list("cryoxadone" = 30)
/obj/item/weapon/reagent_containers/glass/beaker/sulphuric
list_reagents = list("sacid" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/slime
list_reagents = list("slimejelly" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/styptic
name = "styptic reserve tank"
list_reagents = list("styptic_powder" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/silver_sulfadiazine
name = "silver sulfadiazine reserve tank"
list_reagents = list("silver_sulfadiazine" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/charcoal
name = "antitoxin reserve tank"
list_reagents = list("charcoal" = 50)
/obj/item/weapon/reagent_containers/glass/beaker/large/epinephrine
name = "epinephrine reserve tank"
list_reagents = list("epinephrine" = 50)
/obj/item/weapon/reagent_containers/glass/bucket
name = "bucket"
desc = "It's a bucket."
icon = 'icons/obj/janitor.dmi'
icon_state = "bucket"
item_state = "bucket"
materials = list(MAT_METAL=200)
w_class = 3
amount_per_transfer_from_this = 20
possible_transfer_amounts = list(10,15,20,25,30,50,70)
volume = 70
flags = OPENCONTAINER
flags_inv = HIDEHAIR
slot_flags = SLOT_HEAD
armor = list(melee = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0) //Weak melee protection, because you can wear it on your head
slot_equipment_priority = list( \
slot_back, slot_wear_id,\
slot_w_uniform, slot_wear_suit,\
slot_wear_mask, slot_head,\
slot_shoes, slot_gloves,\
slot_ears, slot_glasses,\
slot_belt, slot_s_store,\
slot_l_store, slot_r_store,\
slot_drone_storage
)
/obj/item/weapon/reagent_containers/glass/bucket/attackby(obj/O, mob/user, params)
if(istype(O, /obj/item/weapon/mop))
if(reagents.total_volume < 1)
user << "<span class='warning'>[src] is out of water!</span>"
else
reagents.trans_to(O, 5)
user << "<span class='notice'>You wet [O] in [src].</span>"
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
else if(isprox(O))
user << "<span class='notice'>You add [O] to [src].</span>"
qdel(O)
user.unEquip(src)
qdel(src)
user.put_in_hands(new /obj/item/weapon/bucket_sensor)
else
..()
/obj/item/weapon/reagent_containers/glass/bucket/equipped(mob/user, slot)
..()
if(slot == slot_head && reagents.total_volume)
user << "<span class='userdanger'>[src]'s contents spill all over you!</span>"
reagents.reaction(user, TOUCH)
reagents.clear_reagents()
/obj/item/weapon/reagent_containers/glass/bucket/equip_to_best_slot(var/mob/M)
if(reagents.total_volume) //If there is water in a bucket, don't quick equip it to the head
var/index = slot_equipment_priority.Find(slot_head)
slot_equipment_priority.Remove(slot_head)
. = ..()
slot_equipment_priority.Insert(index, slot_head)
return
return ..()
@@ -0,0 +1,143 @@
/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 = 'icons/obj/syringe.dmi'
item_state = "hypo"
icon_state = "hypo"
amount_per_transfer_from_this = 5
volume = 30
possible_transfer_amounts = list()
flags = OPENCONTAINER
slot_flags = SLOT_BELT
var/ignore_flags = 0
var/infinite = FALSE
/obj/item/weapon/reagent_containers/hypospray/attack_paw(mob/user)
return attack_hand(user)
/obj/item/weapon/reagent_containers/hypospray/attack(mob/living/M, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
if(!iscarbon(M))
return
if(reagents.total_volume && (ignore_flags || M.can_inject(user, 1))) // Ignore flag should be checked first or there will be an error message.
M << "<span class='warning'>You feel a tiny prick!</span>"
user << "<span class='notice'>You inject [M] with [src].</span>"
var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1)
reagents.reaction(M, INJECT, fraction)
if(M.reagents)
var/list/injected = list()
for(var/datum/reagent/R in reagents.reagent_list)
injected += R.name
var/trans = 0
if(!infinite)
trans = reagents.trans_to(M, amount_per_transfer_from_this)
else
trans = reagents.copy_to(M, amount_per_transfer_from_this)
user << "<span class='notice'>[trans] unit\s injected. [reagents.total_volume] unit\s remaining in [src].</span>"
var/contained = english_list(injected)
add_logs(user, M, "injected", src, "([contained])")
/obj/item/weapon/reagent_containers/hypospray/CMO
list_reagents = list("omnizine" = 30)
/obj/item/weapon/reagent_containers/hypospray/combat
name = "combat stimulant injector"
desc = "A modified air-needle autoinjector, used by support operatives to quickly heal injuries in combat."
amount_per_transfer_from_this = 10
icon_state = "combat_hypo"
volume = 90
ignore_flags = 1 // So they can heal their comrades.
list_reagents = list("epinephrine" = 30, "omnizine" = 30, "leporazine" = 15, "atropine" = 15)
/obj/item/weapon/reagent_containers/hypospray/combat/nanites
desc = "A modified air-needle autoinjector for use in combat situations. Prefilled with expensive medical nanites for rapid healing."
volume = 100
list_reagents = list("nanites" = 80, "synaptizine" = 20)
//MediPens
/obj/item/weapon/reagent_containers/hypospray/medipen
name = "epinephrine medipen"
desc = "A rapid and safe way to stabilize patients in critical condition for personnel without advanced medical knowledge."
icon_state = "medipen"
item_state = "medipen"
amount_per_transfer_from_this = 10
volume = 10
ignore_flags = 1 //so you can medipen through hardsuits
flags = null
list_reagents = list("epinephrine" = 10)
/obj/item/weapon/reagent_containers/hypospray/medipen/attack(mob/M, mob/user)
if(!reagents.total_volume)
user << "<span class='warning'>[src] is empty!</span>"
return
..()
update_icon()
spawn(80)
if(isrobot(user) && !reagents.total_volume)
var/mob/living/silicon/robot/R = user
if(R.cell.use(100))
reagents.add_reagent_list(list_reagents)
update_icon()
return
/obj/item/weapon/reagent_containers/hypospray/medipen/update_icon()
if(reagents.total_volume > 0)
icon_state = initial(icon_state)
else
icon_state = "[initial(icon_state)]0"
/obj/item/weapon/reagent_containers/hypospray/medipen/examine()
..()
if(reagents && reagents.reagent_list.len)
usr << "<span class='notice'>It is currently loaded.</span>"
else
usr << "<span class='notice'>It is spent.</span>"
/obj/item/weapon/reagent_containers/hypospray/medipen/stimpack //goliath kiting
name = "stimpack medipen"
desc = "A rapid way to stimulate your body's adrenaline, allowing for freer movement in restrictive armor."
icon_state = "stimpen"
volume = 20
amount_per_transfer_from_this = 20
list_reagents = list("ephedrine" = 10, "coffee" = 10)
/obj/item/weapon/reagent_containers/hypospray/medipen/stimpack/traitor
desc = "A modified stimulants autoinjector for use in combat situations. Has a mild healing effect."
list_reagents = list("stimulants" = 10, "omnizine" = 10)
/obj/item/weapon/reagent_containers/hypospray/medipen/morphine
name = "morphine medipen"
desc = "A rapid way to get you out of a tight situation and fast! You'll feel rather drowsy, though."
list_reagents = list("morphine" = 10)
/obj/item/weapon/reagent_containers/hypospray/medipen/tuberculosiscure
name = "BVAK autoinjector"
desc = "Bio Virus Antidote Kit autoinjector. Has a two use system for yourself, and someone else. Inject when infected."
icon_state = "stimpen"
volume = 60
amount_per_transfer_from_this = 30
list_reagents = list("atropine" = 10, "epinephrine" = 10, "salbutamol" = 20, "spaceacillin" = 20)
/obj/item/weapon/reagent_containers/hypospray/medipen/survival
name = "survival medipen"
desc = "A medipen for surviving in the harshest of environments, heals and protects from environmental hazards. "
icon_state = "stimpen"
volume = 82
amount_per_transfer_from_this = 82
list_reagents = list("nanites" = 2, "salbutamol" = 10, "coffee" = 20, "leporazine" = 20, "tricordrazine" = 15, "epinephrine" = 10, "omnizine" = 5, "stimulants" = 10)
/obj/item/weapon/reagent_containers/hypospray/medipen/species_mutator
name = "species mutator medipen"
desc = "Embark on a whirlwind tour of racial insensitivity by \
literally appropriating other races."
volume = 1
amount_per_transfer_from_this = 1
list_reagents = list("unstablemutationtoxin" = 1)
@@ -0,0 +1,31 @@
/obj/item/weapon/reagent_containers/pill/patch
name = "chemical patch"
desc = "A chemical patch for touch based applications."
icon = 'icons/obj/chemical.dmi'
icon_state = "bandaid"
item_state = "bandaid"
possible_transfer_amounts = list()
volume = 40
apply_type = PATCH
apply_method = "apply"
self_delay = 30 // three seconds
/obj/item/weapon/reagent_containers/pill/patch/afterattack(obj/target, mob/user , proximity)
return // thanks inheritance again
/obj/item/weapon/reagent_containers/pill/patch/canconsume(mob/eater, mob/user)
if(!iscarbon(eater))
return 0
return 1 // Masks were stopping people from "eating" patches. Thanks, inheritance.
/obj/item/weapon/reagent_containers/pill/patch/styptic
name = "brute patch"
desc = "Helps with brute injuries."
list_reagents = list("styptic_powder" = 20)
icon_state = "bandaid_brute"
/obj/item/weapon/reagent_containers/pill/patch/silver_sulf
name = "burn patch"
desc = "Helps with burn injuries."
list_reagents = list("silver_sulfadiazine" = 20)
icon_state = "bandaid_burn"
@@ -0,0 +1,152 @@
/obj/item/weapon/reagent_containers/pill
name = "pill"
desc = "A tablet or capsule."
icon = 'icons/obj/chemical.dmi'
icon_state = "pill"
item_state = "pill"
possible_transfer_amounts = list()
volume = 50
var/apply_type = INGEST
var/apply_method = "swallow"
var/roundstart = 0
var/self_delay = 0 //pills are instant, this is because patches inheret their aplication from pills
/obj/item/weapon/reagent_containers/pill/New()
..()
if(!icon_state)
icon_state = "pill[rand(1,20)]"
if(reagents.total_volume && roundstart)
name += " ([reagents.total_volume]u)"
/obj/item/weapon/reagent_containers/pill/attack_self(mob/user)
return
/obj/item/weapon/reagent_containers/pill/attack(mob/M, mob/user, def_zone, self_delay)
if(!canconsume(M, user))
return 0
if(M == user)
M.visible_message("<span class='notice'>[user] attempts to [apply_method] [src].</span>")
if(self_delay)
if(!do_mob(user, M, self_delay))
return 0
M << "<span class='notice'>You [apply_method] [src].</span>"
else
M.visible_message("<span class='danger'>[user] attempts to force [M] to [apply_method] [src].</span>", \
"<span class='userdanger'>[user] attempts to force [M] to [apply_method] [src].</span>")
if(!do_mob(user, M))
return 0
M.visible_message("<span class='danger'>[user] forces [M] to [apply_method] [src].</span>", \
"<span class='userdanger'>[user] forces [M] to [apply_method] [src].</span>")
user.unEquip(src) //icon update
add_logs(user, M, "fed", reagentlist(src))
loc = M //Put the pill inside the mob. This fixes the issue where the pill appears to drop to the ground after someone eats it.
if(reagents.total_volume)
reagents.reaction(M, apply_type)
reagents.trans_to(M, reagents.total_volume)
qdel(src)
return 1
else
qdel(src)
return 1
return 0
/obj/item/weapon/reagent_containers/pill/afterattack(obj/target, mob/user , proximity)
if(!proximity) return
if(target.is_open_container() != 0 && target.reagents)
if(!target.reagents.total_volume)
user << "<span class='warning'>[target] is empty! There's nothing to dissolve [src] in.</span>"
return
user << "<span class='notice'>You dissolve [src] in [target].</span>"
for(var/mob/O in viewers(2, user)) //viewers is necessary here because of the small radius
O << "<span class='warning'>[user] slips something into [target]!</span>"
reagents.trans_to(target, reagents.total_volume)
spawn(5)
qdel(src)
/obj/item/weapon/reagent_containers/pill/tox
name = "toxins pill"
desc = "Highly toxic."
icon_state = "pill5"
list_reagents = list("toxin" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/cyanide
name = "cyanide pill"
desc = "Don't swallow this."
icon_state = "pill5"
list_reagents = list("cyanide" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/adminordrazine
name = "adminordrazine pill"
desc = "It's magic. We don't have to explain it."
icon_state = "pill16"
list_reagents = list("adminordrazine" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/morphine
name = "morphine pill"
desc = "Commonly used to treat insomnia."
icon_state = "pill8"
list_reagents = list("morphine" = 30)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/stimulant
name = "stimulant pill"
desc = "Often taken by overworked employees, athletes, and the inebriated. You'll snap to attention immediately!"
icon_state = "pill19"
list_reagents = list("ephedrine" = 10, "antihol" = 10, "coffee" = 30)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/salbutamol
name = "salbutamol pill"
desc = "Used to treat oxygen deprivation."
icon_state = "pill16"
list_reagents = list("salbutamol" = 30)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/charcoal
name = "antitoxin pill"
desc = "Neutralizes many common toxins."
icon_state = "pill17"
list_reagents = list("charcoal" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/epinephrine
name = "epinephrine pill"
desc = "Used to stabilize patients."
icon_state = "pill5"
list_reagents = list("epinephrine" = 15)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/mannitol
name = "mannitol pill"
desc = "Used to treat brain damage."
icon_state = "pill17"
list_reagents = list("mannitol" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/mutadone
name = "mutadone pill"
desc = "Used to treat genetic damage."
icon_state = "pill20"
list_reagents = list("mutadone" = 50)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/salicyclic
name = "salicylic acid pill"
desc = "Used to dull pain."
icon_state = "pill9"
list_reagents = list("sal_acid" = 24)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/oxandrolone
name = "oxandrolone pill"
desc = "Used to stimulate burn healing."
icon_state = "pill11"
list_reagents = list("oxandrolone" = 24)
roundstart = 1
/obj/item/weapon/reagent_containers/pill/insulin
name = "insulin pill"
desc = "Handles hyperglycaemic coma."
icon_state = "pill18"
list_reagents = list("insulin" = 50)
roundstart = 1
@@ -0,0 +1,213 @@
/obj/item/weapon/reagent_containers/spray
name = "spray bottle"
desc = "A spray bottle, with an unscrewable top."
icon = 'icons/obj/janitor.dmi'
icon_state = "cleaner"
item_state = "cleaner"
flags = OPENCONTAINER | NOBLUDGEON
slot_flags = SLOT_BELT
throwforce = 0
w_class = 2
throw_speed = 3
throw_range = 7
var/stream_mode = 0 //whether we use the more focused mode
var/current_range = 3 //the range of tiles the sprayer will reach.
var/spray_range = 3 //the range of tiles the sprayer will reach when in spray mode.
var/stream_range = 1 //the range of tiles the sprayer will reach when in stream mode.
var/stream_amount = 10 //the amount of reagents transfered when in stream mode.
amount_per_transfer_from_this = 5
volume = 250
possible_transfer_amounts = list()
/obj/item/weapon/reagent_containers/spray/afterattack(atom/A as mob|obj, mob/user)
if(istype(A, /obj/item/weapon/reagent_containers) || istype(A, /obj/structure/sink) || istype(A, /obj/structure/janitorialcart) || istype(A, /obj/machinery/hydroponics))
return
if(istype(A, /obj/structure/reagent_dispensers) && get_dist(src,A) <= 1) //this block copypasted from reagent_containers/glass, for lack of a better solution
if(!A.reagents.total_volume && A.reagents)
user << "<span class='notice'>\The [A] is empty.</span>"
return
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>\The [src] is full.</span>"
return
var/trans = A.reagents.trans_to(src, 50) //transfer 50u , using the spray's transfer amount would take too long to refill
user << "<span class='notice'>You fill \the [src] with [trans] units of the contents of \the [A].</span>"
return
if(reagents.total_volume < amount_per_transfer_from_this)
user << "<span class='warning'>\The [src] is empty!</span>"
return
spray(A)
playsound(src.loc, 'sound/effects/spray2.ogg', 50, 1, -6)
user.changeNext_move(CLICK_CD_RANGE*2)
user.newtonian_move(get_dir(A, user))
var/turf/T = get_turf(src)
if(reagents.has_reagent("sacid"))
message_admins("[key_name_admin(user)] fired sulphuric acid from \a [src] at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[get_area(src)] ([T.x], [T.y], [T.z])</a>).")
log_game("[key_name(user)] fired sulphuric acid from \a [src] at [get_area(src)] ([T.x], [T.y], [T.z]).")
if(reagents.has_reagent("facid"))
message_admins("[key_name_admin(user)] fired Fluacid from \a [src] at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[get_area(src)] ([T.x], [T.y], [T.z])</a>).")
log_game("[key_name(user)] fired Fluacid from \a [src] at [get_area(src)] ([T.x], [T.y], [T.z]).")
if(reagents.has_reagent("lube"))
message_admins("[key_name_admin(user)] fired Space lube from \a [src] at (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[T.x];Y=[T.y];Z=[T.z]'>[get_area(src)] ([T.x], [T.y], [T.z])</a>).")
log_game("[key_name(user)] fired Space lube from \a [src] at [get_area(src)] ([T.x], [T.y], [T.z]).")
return
/obj/item/weapon/reagent_containers/spray/proc/spray(atom/A)
var/range = max(min(spray_range, get_dist(src, A)), 1)
var/obj/effect/decal/chempuff/D = new /obj/effect/decal/chempuff(get_turf(src))
D.create_reagents(amount_per_transfer_from_this)
var/puff_reagent_left = range //how many turf, mob or dense objet we can react with before we consider the chem puff consumed
if(stream_mode)
reagents.trans_to(D, amount_per_transfer_from_this)
puff_reagent_left = 1
else
reagents.trans_to(D, amount_per_transfer_from_this, 1/range)
D.color = mix_color_from_reagents(D.reagents.reagent_list)
var/wait_step = max(round(2+3/range), 2)
spawn(0)
var/range_left = range
for(var/i=0, i<range, i++)
range_left--
step_towards(D,A)
sleep(wait_step)
for(var/atom/T in get_turf(D))
if(T == D || T.invisibility) //we ignore the puff itself and stuff below the floor
continue
if(puff_reagent_left <= 0)
break
if(stream_mode)
if(ismob(T))
var/mob/M = T
if(!M.lying || !range_left)
D.reagents.reaction(M, VAPOR)
puff_reagent_left -= 1
else if(!range_left)
D.reagents.reaction(T, VAPOR)
else
D.reagents.reaction(T, VAPOR)
if(ismob(T))
puff_reagent_left -= 1
if(puff_reagent_left > 0 && (!stream_mode || !range_left))
D.reagents.reaction(get_turf(D), VAPOR)
puff_reagent_left -= 1
if(puff_reagent_left <= 0) // we used all the puff so we delete it.
qdel(D)
return
qdel(D)
/obj/item/weapon/reagent_containers/spray/attack_self(mob/user)
stream_mode = !stream_mode
if(stream_mode)
amount_per_transfer_from_this = stream_amount
current_range = stream_range
else
amount_per_transfer_from_this = initial(amount_per_transfer_from_this)
current_range = spray_range
user << "<span class='notice'>You switch the nozzle setting to [stream_mode ? "\"stream\"":"\"spray\""]. You'll now use [amount_per_transfer_from_this] units per use.</span>"
/obj/item/weapon/reagent_containers/spray/verb/empty()
set name = "Empty Spray Bottle"
set category = "Object"
set src in usr
if(usr.incapacitated())
return
if (alert(usr, "Are you sure you want to empty that?", "Empty Bottle:", "Yes", "No") != "Yes")
return
if(isturf(usr.loc) && src.loc == usr)
usr << "<span class='notice'>You empty \the [src] onto the floor.</span>"
reagents.reaction(usr.loc)
src.reagents.clear_reagents()
//space cleaner
/obj/item/weapon/reagent_containers/spray/cleaner
name = "space cleaner"
desc = "BLAM!-brand non-foaming space cleaner!"
list_reagents = list("cleaner" = 250)
/obj/item/weapon/reagent_containers/spray/spraytan
name = "spray tan"
volume = 50
desc = "Gyaro brand spray tan. Do not spray near eyes or other orifices."
list_reagents = list("spraytan" = 50)
//pepperspray
/obj/item/weapon/reagent_containers/spray/pepper
name = "pepperspray"
desc = "Manufactured by UhangInc, used to blind and down an opponent quickly."
icon = 'icons/obj/weapons.dmi'
icon_state = "pepperspray"
item_state = "pepperspray"
volume = 40
stream_range = 4
amount_per_transfer_from_this = 5
list_reagents = list("condensedcapsaicin" = 40)
//water flower
/obj/item/weapon/reagent_containers/spray/waterflower
name = "water flower"
desc = "A seemingly innocent sunflower...with a twist."
icon = 'icons/obj/hydroponics/harvest.dmi'
icon_state = "sunflower"
item_state = "sunflower"
amount_per_transfer_from_this = 1
volume = 10
list_reagents = list("water" = 10)
/obj/item/weapon/reagent_containers/spray/waterflower/attack_self(mob/user) //Don't allow changing how much the flower sprays
return
//chemsprayer
/obj/item/weapon/reagent_containers/spray/chemsprayer
name = "chem sprayer"
desc = "A utility used to spray large amounts of reagents in a given area."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "chemsprayer"
item_state = "chemsprayer"
throwforce = 0
w_class = 3
stream_mode = 1
current_range = 7
spray_range = 4
stream_range = 7
amount_per_transfer_from_this = 10
volume = 600
origin_tech = "combat=3;materials=3;engineering=3"
/obj/item/weapon/reagent_containers/spray/chemsprayer/spray(atom/A)
var/direction = get_dir(src, A)
var/turf/T = get_turf(A)
var/turf/T1 = get_step(T,turn(direction, 90))
var/turf/T2 = get_step(T,turn(direction, -90))
var/list/the_targets = list(T,T1,T2)
for(var/i=1, i<=3, i++) // intialize sprays
if(reagents.total_volume < 1)
return
..(the_targets[i])
/obj/item/weapon/reagent_containers/spray/chemsprayer/bioterror
list_reagents = list("sodium_thiopental" = 100, "coniine" = 100, "venom" = 100, "condensedcapsaicin" = 100, "initropidril" = 100, "polonium" = 100)
// Plant-B-Gone
/obj/item/weapon/reagent_containers/spray/plantbgone // -- Skie
name = "Plant-B-Gone"
desc = "Kills those pesky weeds!"
icon = 'icons/obj/hydroponics/equipment.dmi'
icon_state = "plantbgone"
item_state = "plantbgone"
volume = 100
list_reagents = list("plantbgone" = 100)
@@ -0,0 +1,246 @@
#define SYRINGE_DRAW 0
#define SYRINGE_INJECT 1
/obj/item/weapon/reagent_containers/syringe
name = "syringe"
desc = "A syringe that can hold up to 15 units."
icon = 'icons/obj/syringe.dmi'
item_state = "syringe_0"
icon_state = "0"
amount_per_transfer_from_this = 5
possible_transfer_amounts = list()
volume = 15
var/mode = SYRINGE_DRAW
var/busy = 0 // needed for delayed drawing of blood
var/projectile_type = /obj/item/projectile/bullet/dart/syringe
materials = list(MAT_METAL=10, MAT_GLASS=20)
/obj/item/weapon/reagent_containers/syringe/New()
..()
if(list_reagents) //syringe starts in inject mode if its already got something inside
mode = SYRINGE_INJECT
update_icon()
/obj/item/weapon/reagent_containers/syringe/on_reagent_change()
update_icon()
/obj/item/weapon/reagent_containers/syringe/pickup(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/syringe/dropped(mob/user)
..()
update_icon()
/obj/item/weapon/reagent_containers/syringe/attack_self(mob/user)
mode = !mode
update_icon()
/obj/item/weapon/reagent_containers/syringe/attack_hand()
..()
update_icon()
/obj/item/weapon/reagent_containers/syringe/attack_paw()
return attack_hand()
/obj/item/weapon/reagent_containers/syringe/attackby(obj/item/I, mob/user, params)
return
/obj/item/weapon/reagent_containers/syringe/afterattack(atom/target, mob/user , proximity)
if(busy)
return
if(!proximity)
return
if(!target.reagents)
return
var/mob/living/L
if(isliving(target))
L = target
if(!L.can_inject(user, 1))
return
switch(mode)
if(SYRINGE_DRAW)
if(reagents.total_volume >= reagents.maximum_volume)
user << "<span class='notice'>The syringe is full.</span>"
return
if(L) //living mob
var/drawn_amount = reagents.maximum_volume - reagents.total_volume
if(target != user)
target.visible_message("<span class='danger'>[user] is trying to take a blood sample from [target]!</span>", \
"<span class='userdanger'>[user] is trying to take a blood sample from [target]!</span>")
busy = 1
if(!do_mob(user, target))
busy = 0
return
if(reagents.total_volume >= reagents.maximum_volume)
return
busy = 0
if(L.transfer_blood_to(src, drawn_amount))
user.visible_message("[user] takes a blood sample from [L].")
else
user << "<span class='warning'>You are unable to draw any blood from [L]!</span>"
else //if not mob
if(!target.reagents.total_volume)
user << "<span class='warning'>[target] is empty!</span>"
return
if(!target.is_open_container() && !istype(target,/obj/structure/reagent_dispensers) && !istype(target,/obj/item/slime_extract))
user << "<span class='warning'>You cannot directly remove reagents from [target]!</span>"
return
var/trans = target.reagents.trans_to(src, amount_per_transfer_from_this) // transfer from, transfer to - who cares?
user << "<span class='notice'>You fill [src] with [trans] units of the solution.</span>"
if (reagents.total_volume >= reagents.maximum_volume)
mode=!mode
update_icon()
if(SYRINGE_INJECT)
if(!reagents.total_volume)
user << "<span class='notice'>[src] is empty.</span>"
return
if(!target.is_open_container() && !ismob(target) && !istype(target, /obj/item/weapon/reagent_containers/food) && !istype(target, /obj/item/slime_extract) && !istype(target, /obj/item/clothing/mask/cigarette) && !istype(target, /obj/item/weapon/storage/fancy/cigarettes))
user << "<span class='warning'>You cannot directly fill [target]!</span>"
return
if(target.reagents.total_volume >= target.reagents.maximum_volume)
user << "<span class='notice'>[target] is full.</span>"
return
if(L) //living mob
if(L != user)
L.visible_message("<span class='danger'>[user] is trying to inject [L]!</span>", \
"<span class='userdanger'>[user] is trying to inject [L]!</span>")
if(!do_mob(user, L))
return
if(!reagents.total_volume)
return
if(L.reagents.total_volume >= L.reagents.maximum_volume)
return
L.visible_message("<span class='danger'>[user] injects [L] with the syringe!", \
"<span class='userdanger'>[user] injects [L] with the syringe!")
var/list/rinject = list()
for(var/datum/reagent/R in reagents.reagent_list)
rinject += R.name
var/contained = english_list(rinject)
if(L != user)
add_logs(user, L, "injected", src, addition="which had [contained]")
else
log_attack("<font color='red'>[user.name] ([user.ckey]) injected [L.name] ([L.ckey]) with [src.name], which had [contained] (INTENT: [uppertext(user.a_intent)])</font>")
L.attack_log += "\[[time_stamp()]\] <font color='orange'>Injected themselves ([contained]) with [src.name].</font>"
var/fraction = min(amount_per_transfer_from_this/reagents.total_volume, 1)
reagents.reaction(L, INJECT, fraction)
reagents.trans_to(target, amount_per_transfer_from_this)
user << "<span class='notice'>You inject [amount_per_transfer_from_this] units of the solution. The syringe now contains [reagents.total_volume] units.</span>"
if (reagents.total_volume <= 0 && mode==SYRINGE_INJECT)
mode = SYRINGE_DRAW
update_icon()
/obj/item/weapon/reagent_containers/syringe/update_icon()
var/rounded_vol = Clamp(round((reagents.total_volume / volume * 15),5), 0, 15)
cut_overlays()
if(ismob(loc))
var/injoverlay
switch(mode)
if (SYRINGE_DRAW)
injoverlay = "draw"
if (SYRINGE_INJECT)
injoverlay = "inject"
add_overlay(injoverlay)
icon_state = "[rounded_vol]"
item_state = "syringe_[rounded_vol]"
if(reagents.total_volume)
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10")
filling.icon_state = "syringe[rounded_vol]"
filling.color = mix_color_from_reagents(reagents.reagent_list)
add_overlay(filling)
/obj/item/weapon/reagent_containers/syringe/epinephrine
name = "syringe (epinephrine)"
desc = "Contains epinephrine - used to stabilize patients."
list_reagents = list("epinephrine" = 15)
/obj/item/weapon/reagent_containers/syringe/charcoal
name = "syringe (charcoal)"
desc = "Contains charcoal."
list_reagents = list("charcoal" = 15)
/obj/item/weapon/reagent_containers/syringe/antiviral
name = "syringe (spaceacillin)"
desc = "Contains antiviral agents."
list_reagents = list("spaceacillin" = 15)
/obj/item/weapon/reagent_containers/syringe/bioterror
name = "bioterror syringe"
desc = "Contains several paralyzing reagents."
list_reagents = list("neurotoxin" = 5, "mutetoxin" = 5, "sodium_thiopental" = 5)
/obj/item/weapon/reagent_containers/syringe/stimulants
name = "Stimpack"
desc = "Contains stimulants."
amount_per_transfer_from_this = 50
volume = 50
list_reagents = list("stimulants" = 50)
/obj/item/weapon/reagent_containers/syringe/calomel
name = "syringe (calomel)"
desc = "Contains calomel."
list_reagents = list("calomel" = 15)
/obj/item/weapon/reagent_containers/syringe/lethal
name = "lethal injection syringe"
desc = "A syringe used for lethal injections. It can hold up to 50 units."
amount_per_transfer_from_this = 50
volume = 50
/obj/item/weapon/reagent_containers/syringe/lethal/choral
list_reagents = list("chloralhydrate" = 50)
/obj/item/weapon/reagent_containers/syringe/mulligan
name = "Mulligan"
desc = "A syringe used to completely change the users identity."
amount_per_transfer_from_this = 1
volume = 1
list_reagents = list("mulligan" = 1)
/obj/item/weapon/reagent_containers/syringe/gluttony
name = "Gluttony's Blessing"
desc = "A syringe recovered from a dread place. It probably isn't wise to use."
amount_per_transfer_from_this = 1
volume = 1
list_reagents = list("gluttonytoxin" = 1)
/obj/item/weapon/reagent_containers/syringe/bluespace
name = "bluespace syringe"
desc = "An advanced syringe that can hold 60 units of chemicals"
amount_per_transfer_from_this = 20
volume = 60
origin_tech = "bluespace=4;materials=4;biotech=4"
/obj/item/weapon/reagent_containers/syringe/noreact
name = "cryo syringe"
desc = "An advanced syringe that stops reagents inside from reacting. It can hold up to 20 units."
volume = 20
origin_tech = "materials=3;engineering=3"
/obj/item/weapon/reagent_containers/syringe/noreact/New()
. = ..()
reagents.set_reacting(FALSE)
/obj/item/weapon/reagent_containers/syringe/piercing
name = "piercing syringe"
desc = "A diamond-tipped syringe that pierces armor when launched at high velocity. It can hold up to 10 units."
volume = 10
projectile_type = /obj/item/projectile/bullet/dart/syringe/piercing
origin_tech = "combat=3;materials=4;engineering=5"