[MIRROR] Splits projectiles into different files for readability (#5800)
* Splits projectiles into different files for readability * Update tgstation.dme * I love how the dme cleans itself up
This commit is contained in:
committed by
Poojawa
parent
6a688f2588
commit
c72201e605
+26
-26
@@ -1,26 +1,26 @@
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/obj/item/gun/energy/e_gun/advtaser/mounted
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name = "mounted taser"
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desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "taser"
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item_state = "armcannonstun4"
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force = 5
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selfcharge = 1
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can_flashlight = 0
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
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/obj/item/gun/energy/e_gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
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..()
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/obj/item/gun/energy/laser/mounted
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name = "mounted laser"
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desc = "An arm mounted cannon that fires lethal lasers."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "laser"
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item_state = "armcannonlase"
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force = 5
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selfcharge = 1
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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/obj/item/gun/energy/laser/mounted/dropped()
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..()
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/obj/item/gun/energy/e_gun/advtaser/mounted
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name = "mounted taser"
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desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "taser"
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item_state = "armcannonstun4"
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force = 5
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selfcharge = 1
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can_flashlight = 0
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
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/obj/item/gun/energy/e_gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
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..()
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/obj/item/gun/energy/laser/mounted
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name = "mounted laser"
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desc = "An arm mounted cannon that fires lethal lasers."
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icon = 'icons/obj/items_cyborg.dmi'
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icon_state = "laser"
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item_state = "armcannonlase"
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force = 5
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selfcharge = 1
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trigger_guard = TRIGGER_GUARD_ALLOW_ALL
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/obj/item/gun/energy/laser/mounted/dropped()
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..()
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+590
-590
File diff suppressed because it is too large
Load Diff
+46
-46
@@ -1,47 +1,47 @@
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//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
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//this is meant to hold reagents/obj/item/gun/syringe
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/obj/item/gun/chem
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name = "reagent gun"
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desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
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icon_state = "chemgun"
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item_state = "chemgun"
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 7
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force = 4
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materials = list(MAT_METAL=2000)
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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container_type = OPENCONTAINER
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var/time_per_syringe = 250
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var/syringes_left = 4
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var/max_syringes = 4
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var/last_synth = 0
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/obj/item/gun/chem/Initialize()
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. = ..()
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chambered = new /obj/item/ammo_casing/chemgun(src)
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START_PROCESSING(SSobj, src)
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create_reagents(100)
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/obj/item/gun/chem/Destroy()
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. = ..()
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STOP_PROCESSING(SSobj, src)
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/obj/item/gun/chem/can_shoot()
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return syringes_left
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/obj/item/gun/chem/process_chamber()
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if(chambered && !chambered.BB && syringes_left)
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chambered.newshot()
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/obj/item/gun/chem/process()
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if(syringes_left >= max_syringes)
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return
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if(world.time < last_synth+time_per_syringe)
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return
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to_chat(loc, "<span class='warning'>You hear a click as [src] synthesizes a new dart.</span>")
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syringes_left++
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if(chambered && !chambered.BB)
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chambered.newshot()
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//his isn't a subtype of the syringe gun because the syringegun subtype is made to hold syringes
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//this is meant to hold reagents/obj/item/gun/syringe
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/obj/item/gun/chem
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name = "reagent gun"
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desc = "A Nanotrasen syringe gun, modified to automatically synthesise chemical darts, and instead hold reagents."
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icon_state = "chemgun"
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item_state = "chemgun"
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w_class = WEIGHT_CLASS_NORMAL
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throw_speed = 3
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throw_range = 7
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force = 4
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materials = list(MAT_METAL=2000)
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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container_type = OPENCONTAINER
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var/time_per_syringe = 250
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var/syringes_left = 4
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var/max_syringes = 4
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var/last_synth = 0
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/obj/item/gun/chem/Initialize()
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. = ..()
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chambered = new /obj/item/ammo_casing/chemgun(src)
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START_PROCESSING(SSobj, src)
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create_reagents(100)
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/obj/item/gun/chem/Destroy()
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. = ..()
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STOP_PROCESSING(SSobj, src)
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/obj/item/gun/chem/can_shoot()
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return syringes_left
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/obj/item/gun/chem/process_chamber()
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if(chambered && !chambered.BB && syringes_left)
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chambered.newshot()
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/obj/item/gun/chem/process()
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if(syringes_left >= max_syringes)
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return
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if(world.time < last_synth+time_per_syringe)
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return
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to_chat(loc, "<span class='warning'>You hear a click as [src] synthesizes a new dart.</span>")
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syringes_left++
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if(chambered && !chambered.BB)
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chambered.newshot()
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last_synth = world.time
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+52
-52
@@ -1,52 +1,52 @@
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/obj/item/gun/grenadelauncher
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name = "grenade launcher"
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desc = "A terrible, terrible thing. It's really awful!"
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "riotgun"
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item_state = "riotgun"
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w_class = WEIGHT_CLASS_BULKY
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throw_speed = 2
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throw_range = 7
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force = 5
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var/list/grenades = new/list()
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var/max_grenades = 3
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materials = list(MAT_METAL=2000)
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/obj/item/gun/grenadelauncher/examine(mob/user)
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..()
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to_chat(user, "[grenades.len] / [max_grenades] grenades loaded.")
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/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
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if((istype(I, /obj/item/grenade)))
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if(grenades.len < max_grenades)
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if(!user.transferItemToLoc(I, src))
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return
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grenades += I
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to_chat(user, "<span class='notice'>You put the grenade in the grenade launcher.</span>")
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to_chat(user, "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>")
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else
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to_chat(usr, "<span class='danger'>The grenade launcher cannot hold more grenades.</span>")
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/obj/item/gun/grenadelauncher/afterattack(obj/target, mob/user , flag)
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if(target == user)
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return
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if(grenades.len)
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fire_grenade(target,user)
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else
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to_chat(user, "<span class='danger'>The grenade launcher is empty.</span>")
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/obj/item/gun/grenadelauncher/proc/fire_grenade(atom/target, mob/user)
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user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
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"<span class='danger'>You fire the grenade launcher!</span>")
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var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
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grenades -= F
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F.forceMove(user.loc)
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F.throw_at(target, 30, 2, user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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F.active = 1
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F.icon_state = initial(F.icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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addtimer(CALLBACK(F, /obj/item/grenade.proc/prime), 15)
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/obj/item/gun/grenadelauncher
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name = "grenade launcher"
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desc = "A terrible, terrible thing. It's really awful!"
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "riotgun"
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item_state = "riotgun"
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w_class = WEIGHT_CLASS_BULKY
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throw_speed = 2
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throw_range = 7
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force = 5
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var/list/grenades = new/list()
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var/max_grenades = 3
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materials = list(MAT_METAL=2000)
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/obj/item/gun/grenadelauncher/examine(mob/user)
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..()
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to_chat(user, "[grenades.len] / [max_grenades] grenades loaded.")
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/obj/item/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
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if((istype(I, /obj/item/grenade)))
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if(grenades.len < max_grenades)
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if(!user.transferItemToLoc(I, src))
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return
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grenades += I
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to_chat(user, "<span class='notice'>You put the grenade in the grenade launcher.</span>")
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to_chat(user, "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>")
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else
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to_chat(usr, "<span class='danger'>The grenade launcher cannot hold more grenades.</span>")
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/obj/item/gun/grenadelauncher/afterattack(obj/target, mob/user , flag)
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if(target == user)
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return
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if(grenades.len)
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fire_grenade(target,user)
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else
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to_chat(user, "<span class='danger'>The grenade launcher is empty.</span>")
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/obj/item/gun/grenadelauncher/proc/fire_grenade(atom/target, mob/user)
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user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
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"<span class='danger'>You fire the grenade launcher!</span>")
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var/obj/item/grenade/F = grenades[1] //Now with less copypasta!
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grenades -= F
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F.forceMove(user.loc)
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F.throw_at(target, 30, 2, user)
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message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
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F.active = 1
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F.icon_state = initial(F.icon_state) + "_active"
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playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
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addtimer(CALLBACK(F, /obj/item/grenade.proc/prime), 15)
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+133
-133
@@ -1,133 +1,133 @@
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/obj/item/gun/medbeam
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name = "Medical Beamgun"
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desc = "Don't cross the streams!"
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = WEIGHT_CLASS_NORMAL
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var/mob/living/current_target
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var/last_check = 0
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var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
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var/max_range = 8
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var/active = 0
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var/datum/beam/current_beam = null
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var/mounted = 0 //Denotes if this is a handheld or mounted version
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weapon_weight = WEAPON_MEDIUM
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/obj/item/gun/medbeam/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/gun/medbeam/Destroy(mob/user)
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STOP_PROCESSING(SSobj, src)
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LoseTarget()
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return ..()
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/obj/item/gun/medbeam/dropped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/equipped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/proc/LoseTarget()
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if(active)
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qdel(current_beam)
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current_beam = null
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active = 0
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on_beam_release(current_target)
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current_target = null
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/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(isliving(user))
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add_fingerprint(user)
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if(current_target)
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LoseTarget()
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if(!isliving(target))
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return
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current_target = target
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active = TRUE
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current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
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INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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/obj/item/gun/medbeam/process()
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var/source = loc
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if(!mounted && !isliving(source))
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LoseTarget()
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return
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if(!current_target)
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LoseTarget()
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return
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if(world.time <= last_check+check_delay)
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return
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last_check = world.time
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if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
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LoseTarget()
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if(isliving(source))
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to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
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return
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if(current_target)
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on_beam_tick(current_target)
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/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
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var/turf/user_turf = user.loc
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if(mounted)
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user_turf = get_turf(user)
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else if(!istype(user_turf))
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return 0
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var/obj/dummy = new(user_turf)
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dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
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for(var/turf/turf in getline(user_turf,target))
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if(mounted && turf == user_turf)
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continue //Mechs are dense and thus fail the check
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if(turf.density)
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qdel(dummy)
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return 0
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for(var/atom/movable/AM in turf)
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if(!AM.CanPass(dummy,turf,1))
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qdel(dummy)
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return 0
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for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
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if(B.owner.origin != current_beam.origin)
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explosion(B.loc,0,3,5,8)
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qdel(dummy)
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return 0
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qdel(dummy)
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return 1
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/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
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return
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/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
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if(target.health != target.maxHealth)
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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return
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/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
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return
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/obj/effect/ebeam/medical
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name = "medical beam"
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//////////////////////////////Mech Version///////////////////////////////
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/obj/item/gun/medbeam/mech
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mounted = 1
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/obj/item/gun/medbeam/mech/Initialize()
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. = ..()
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STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
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/obj/item/gun/medbeam
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name = "Medical Beamgun"
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desc = "Don't cross the streams!"
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icon = 'icons/obj/chronos.dmi'
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icon_state = "chronogun"
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item_state = "chronogun"
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w_class = WEIGHT_CLASS_NORMAL
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var/mob/living/current_target
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var/last_check = 0
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var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
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var/max_range = 8
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var/active = 0
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var/datum/beam/current_beam = null
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var/mounted = 0 //Denotes if this is a handheld or mounted version
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weapon_weight = WEAPON_MEDIUM
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/obj/item/gun/medbeam/Initialize()
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. = ..()
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START_PROCESSING(SSobj, src)
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/obj/item/gun/medbeam/Destroy(mob/user)
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STOP_PROCESSING(SSobj, src)
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LoseTarget()
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return ..()
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/obj/item/gun/medbeam/dropped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/equipped(mob/user)
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..()
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LoseTarget()
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/obj/item/gun/medbeam/proc/LoseTarget()
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if(active)
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qdel(current_beam)
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current_beam = null
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active = 0
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on_beam_release(current_target)
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current_target = null
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/obj/item/gun/medbeam/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(isliving(user))
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add_fingerprint(user)
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if(current_target)
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LoseTarget()
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if(!isliving(target))
|
||||
return
|
||||
|
||||
current_target = target
|
||||
active = TRUE
|
||||
current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
|
||||
INVOKE_ASYNC(current_beam, /datum/beam.proc/Start)
|
||||
|
||||
SSblackbox.record_feedback("tally", "gun_fired", 1, type)
|
||||
|
||||
/obj/item/gun/medbeam/process()
|
||||
|
||||
var/source = loc
|
||||
if(!mounted && !isliving(source))
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(!current_target)
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(world.time <= last_check+check_delay)
|
||||
return
|
||||
|
||||
last_check = world.time
|
||||
|
||||
if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
|
||||
LoseTarget()
|
||||
if(isliving(source))
|
||||
to_chat(source, "<span class='warning'>You lose control of the beam!</span>")
|
||||
return
|
||||
|
||||
if(current_target)
|
||||
on_beam_tick(current_target)
|
||||
|
||||
/obj/item/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
|
||||
var/turf/user_turf = user.loc
|
||||
if(mounted)
|
||||
user_turf = get_turf(user)
|
||||
else if(!istype(user_turf))
|
||||
return 0
|
||||
var/obj/dummy = new(user_turf)
|
||||
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
|
||||
for(var/turf/turf in getline(user_turf,target))
|
||||
if(mounted && turf == user_turf)
|
||||
continue //Mechs are dense and thus fail the check
|
||||
if(turf.density)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/atom/movable/AM in turf)
|
||||
if(!AM.CanPass(dummy,turf,1))
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
|
||||
if(B.owner.origin != current_beam.origin)
|
||||
explosion(B.loc,0,3,5,8)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
qdel(dummy)
|
||||
return 1
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
|
||||
if(target.health != target.maxHealth)
|
||||
new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
|
||||
target.adjustBruteLoss(-4)
|
||||
target.adjustFireLoss(-4)
|
||||
return
|
||||
|
||||
/obj/item/gun/medbeam/proc/on_beam_release(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/effect/ebeam/medical
|
||||
name = "medical beam"
|
||||
|
||||
//////////////////////////////Mech Version///////////////////////////////
|
||||
/obj/item/gun/medbeam/mech
|
||||
mounted = 1
|
||||
|
||||
/obj/item/gun/medbeam/mech/Initialize()
|
||||
. = ..()
|
||||
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
|
||||
+104
-104
@@ -1,104 +1,104 @@
|
||||
/obj/item/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/list/syringes = list()
|
||||
var/max_syringes = 1
|
||||
|
||||
/obj/item/gun/syringe/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun(src)
|
||||
|
||||
/obj/item/gun/syringe/recharge_newshot()
|
||||
if(!syringes.len)
|
||||
return
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/syringe/can_shoot()
|
||||
return syringes.len
|
||||
|
||||
/obj/item/gun/syringe/process_chamber()
|
||||
if(chambered && !chambered.BB) //we just fired
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/syringe/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining.")
|
||||
|
||||
/obj/item/gun/syringe/attack_self(mob/living/user)
|
||||
if(!syringes.len)
|
||||
to_chat(user, "<span class='warning'>[src] is empty!</span>")
|
||||
return 0
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
|
||||
|
||||
if(!S)
|
||||
return 0
|
||||
S.forceMove(user.loc)
|
||||
|
||||
syringes.Remove(S)
|
||||
to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe))
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(A, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
|
||||
syringes += A
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 6
|
||||
|
||||
/obj/item/gun/syringe/syndicate
|
||||
name = "dart pistol"
|
||||
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
|
||||
icon_state = "syringe_pistol"
|
||||
item_state = "gun" //Smaller inhand
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
force = 2 //Also very weak because it's smaller
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE //Permanently silenced
|
||||
|
||||
/obj/item/gun/syringe/dna
|
||||
name = "modified syringe gun"
|
||||
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
|
||||
|
||||
/obj/item/gun/syringe/dna/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/dnainjector(src)
|
||||
|
||||
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/dnainjector))
|
||||
var/obj/item/dnainjector/D = A
|
||||
if(D.used)
|
||||
to_chat(user, "<span class='warning'>This injector is used up!</span>")
|
||||
return
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(D, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
|
||||
syringes += D
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
/obj/item/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = WEIGHT_CLASS_NORMAL
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/list/syringes = list()
|
||||
var/max_syringes = 1
|
||||
|
||||
/obj/item/gun/syringe/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun(src)
|
||||
|
||||
/obj/item/gun/syringe/recharge_newshot()
|
||||
if(!syringes.len)
|
||||
return
|
||||
chambered.newshot()
|
||||
|
||||
/obj/item/gun/syringe/can_shoot()
|
||||
return syringes.len
|
||||
|
||||
/obj/item/gun/syringe/process_chamber()
|
||||
if(chambered && !chambered.BB) //we just fired
|
||||
recharge_newshot()
|
||||
|
||||
/obj/item/gun/syringe/examine(mob/user)
|
||||
..()
|
||||
to_chat(user, "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining.")
|
||||
|
||||
/obj/item/gun/syringe/attack_self(mob/living/user)
|
||||
if(!syringes.len)
|
||||
to_chat(user, "<span class='warning'>[src] is empty!</span>")
|
||||
return 0
|
||||
|
||||
var/obj/item/reagent_containers/syringe/S = syringes[syringes.len]
|
||||
|
||||
if(!S)
|
||||
return 0
|
||||
S.forceMove(user.loc)
|
||||
|
||||
syringes.Remove(S)
|
||||
to_chat(user, "<span class='notice'>You unload [S] from \the [src].</span>")
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/reagent_containers/syringe))
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(A, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load [A] into \the [src].</span>")
|
||||
syringes += A
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
|
||||
/obj/item/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 6
|
||||
|
||||
/obj/item/gun/syringe/syndicate
|
||||
name = "dart pistol"
|
||||
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
|
||||
icon_state = "syringe_pistol"
|
||||
item_state = "gun" //Smaller inhand
|
||||
w_class = WEIGHT_CLASS_SMALL
|
||||
force = 2 //Also very weak because it's smaller
|
||||
suppressed = TRUE //Softer fire sound
|
||||
can_unsuppress = FALSE //Permanently silenced
|
||||
|
||||
/obj/item/gun/syringe/dna
|
||||
name = "modified syringe gun"
|
||||
desc = "A syringe gun that has been modified to fit DNA injectors instead of normal syringes."
|
||||
|
||||
/obj/item/gun/syringe/dna/Initialize()
|
||||
. = ..()
|
||||
chambered = new /obj/item/ammo_casing/dnainjector(src)
|
||||
|
||||
/obj/item/gun/syringe/dna/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
|
||||
if(istype(A, /obj/item/dnainjector))
|
||||
var/obj/item/dnainjector/D = A
|
||||
if(D.used)
|
||||
to_chat(user, "<span class='warning'>This injector is used up!</span>")
|
||||
return
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.transferItemToLoc(D, src))
|
||||
return FALSE
|
||||
to_chat(user, "<span class='notice'>You load \the [D] into \the [src].</span>")
|
||||
syringes += D
|
||||
recharge_newshot()
|
||||
return TRUE
|
||||
else
|
||||
to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
|
||||
return FALSE
|
||||
Reference in New Issue
Block a user