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https://github.com/Aurorastation/Aurora.3.git
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Mandatory gun update (#1685)
-added new sprites for rubber and rifles casings -made bullets path less dumb -added some new gun sprites, like the large crossbow and zipguns -added a new tatical sprite mask, with support for unathi, tajaran and vox -added back sprites for some items like bats and scythes -fixed being able to saw off sawn-off shotguns forever and ever -fixed a typo on the custom loadout -nerfed the brain damage of the mind flayer, since brain damage is lethal now
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@@ -54,5 +54,8 @@
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desc = "A weapon favored by mercenary infiltration teams."
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w_class = 4
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force = 10
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icon_state = "crossbowlarge"
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item_state = "crossbow"
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matter = list(DEFAULT_WALL_MATERIAL = 200000)
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projectile_type = /obj/item/projectile/energy/bolt/large
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@@ -5,7 +5,8 @@
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desc = "An improvised pipe assembly that can fire shotgun shells."
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icon = 'icons/obj/improvised.dmi'
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icon_state = "ishotgun"
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item_state = "dshotgun"
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item_state = "ishotgun"
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contained_sprite = 1
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max_shells = 2
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w_class = 4.0
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force = 5
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@@ -29,12 +30,11 @@
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/obj/item/weapon/gun/projectile/shotgun/improvised/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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if(w_class > 3 && (istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter)))
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user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
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if(loaded.len)
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for(var/i in 1 to max_shells)
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afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
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playsound(user, fire_sound, 50, 1)
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Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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return
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if(do_after(user, 30))
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@@ -53,7 +53,8 @@
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name = "sawn-off improvised shotgun"
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desc = "An improvised pipe assembly that can fire shotgun shells."
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icon_state = "ishotgunsawn"
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item_state = "sawnshotgun"
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item_state = "ishotgunsawn"
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contained_sprite = 1
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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w_class = 3
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force = 5
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@@ -215,7 +215,7 @@
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/obj/item/weapon/gun/projectile/pirate
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name = "zip gun"
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desc = "Little more than a barrel, handle, and firing mechanism, cheap makeshift firearms like this one are not uncommon in frontier systems."
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icon_state = "sawnshotgun"
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icon_state = "zipgun"
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item_state = "sawnshotgun"
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handle_casings = CYCLE_CASINGS //player has to take the old casing out manually before reloading
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load_method = SINGLE_CASING
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@@ -105,12 +105,11 @@
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//this is largely hacky and bad :( -Pete
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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if(w_class > 3 && (istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter)))
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user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
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if(loaded.len)
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for(var/i in 1 to max_shells)
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afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
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playsound(user, fire_sound, 50, 1)
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Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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return
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if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
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@@ -126,6 +125,7 @@
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else
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..()
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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