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GS13NG/code/modules/research/xenobiology/crossbreeding/_weapons.dm
2019-09-19 08:39:17 -04:00

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//Bloodchiller - Chilling Green
/obj/item/gun/magic/bloodchill
name = "blood chiller"
desc = "A horrifying weapon made of your own bone and blood vessels. It shoots slowing globules of your own blood. Ech."
icon = 'icons/obj/slimecrossing.dmi'
icon_state = "bloodgun"
item_state = "bloodgun"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
item_flags = ABSTRACT | DROPDEL
w_class = WEIGHT_CLASS_HUGE
slot_flags = NONE
force = 5
max_charges = 1 //Recharging costs blood.
recharge_rate = 1
ammo_type = /obj/item/ammo_casing/magic/bloodchill
fire_sound = 'sound/effects/attackblob.ogg'
total_mass = TOTAL_MASS_HAND_REPLACEMENT
/obj/item/gun/magic/bloodchill/Initialize()
. = ..()
ADD_TRAIT(src, TRAIT_NODROP, HAND_REPLACEMENT_TRAIT)
/obj/item/gun/magic/bloodchill/process()
charge_tick++
if(charge_tick < recharge_rate || charges >= max_charges)
return 0
charge_tick = 0
var/mob/living/M = loc
if(istype(M) && M.blood_volume >= 5)
charges++
M.blood_volume -= 5
if(charges == 1)
recharge_newshot()
return 1
/obj/item/ammo_casing/magic/bloodchill
projectile_type = /obj/item/projectile/magic/bloodchill
/obj/item/projectile/magic/bloodchill
name = "blood ball"
icon_state = "pulse0_bl"
damage = 0
damage_type = OXY
nodamage = 1
hitsound = 'sound/effects/splat.ogg'
/obj/item/projectile/magic/bloodchill/on_hit(mob/living/target)
. = ..()
if(isliving(target))
target.apply_status_effect(/datum/status_effect/bloodchill)