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https://github.com/Aurorastation/Aurora.3.git
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Organs:
Moved into their own folder and got split into three files. Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head. Attacking: Armor is properly checked. Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer. Stungloves/Disarm now show up in the attack log. Stungloves ignore intent. Silicon: AI units can now move between cams that are not on the ss13 network. Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round. Robot vision now uses the standard amount of energy. Gamemodes: Added Deuryn's unrev message. Runes can only be examined if you are close to them. Moved the Loyalty implants to the HoS' locker at the request of HerpA. Nuke agents now come with explosive implants that will activate upon death. Projectiles: Once again went though the gun code and cleaned things up, it is much better now. Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff. Freeze /caplaser/xbow no longer have an infinite loop. Shotguns have to be pumped manually. Went though the latest runtime log. Power cells now use return on their give/use procs Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items. Laying down will now only take 3 ticks to get up, from 5. You can no longer punch people on the spawn screen. This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal. This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
22
code/modules/projectiles/guns/projectile/automatic.dm
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22
code/modules/projectiles/guns/projectile/automatic.dm
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/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
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name = "Submachine Gun"
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desc = "A lightweight, fast firing gun. Uses 9mm rounds."
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icon_state = "saber"
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w_class = 3.0
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max_shells = 18
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caliber = "9mm"
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origin_tech = "combat=4;materials=2"
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ammo_type = "/obj/item/ammo_casing/c9mm"
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Mini-Uzi"
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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w_class = 3.0
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max_shells = 20
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caliber = ".45"
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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47
code/modules/projectiles/guns/projectile/pistol.dm
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code/modules/projectiles/guns/projectile/pistol.dm
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/obj/item/weapon/gun/projectile/silenced
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name = "Silenced Pistol"
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desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
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icon_state = "silenced_pistol"
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w_class = 3.0
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max_shells = 12
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caliber = ".45"
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silenced = 1
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origin_tech = "combat=2;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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/obj/item/weapon/gun/projectile/deagle
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name = "Desert Eagle"
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desc = "A robust handgun that uses 357 magnum ammo"
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icon_state = "deagle"
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force = 14.0
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max_shells = 9
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/obj/item/weapon/gun/projectile/deagle/gold
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name = "Desert Eagle"
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses 357 ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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/obj/item/weapon/gun/projectile/deagle/camo
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name = "Desert Eagle"
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desc = "A Deagle brand Deagle for operators operating operationally. Uses 357 ammo."
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icon_state = "deaglecamo"
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item_state = "deagleg"
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/obj/item/weapon/gun/projectile/gyropistol
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name = "Gyrojet Pistol"
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desc = "A bulky pistol designed to fire self propelled rounds"
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icon_state = "gyropistol"
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max_shells = 8
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caliber = "a75"
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fire_sound = 'Explosion1.ogg'
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origin_tech = "combat=3"
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ammo_type = "/obj/item/ammo_casing/a75"
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43
code/modules/projectiles/guns/projectile/revolver.dm
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code/modules/projectiles/guns/projectile/revolver.dm
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/obj/item/weapon/gun/projectile/detective
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desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
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name = "revolver"
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icon_state = "detective"
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caliber = "38"
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origin_tech = "combat=2;materials=2"
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ammo_type = "/obj/item/ammo_casing/c38"
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special_check(var/mob/living/carbon/human/M)
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if(ishuman(M))
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if(istype(M.w_uniform, /obj/item/clothing/under/det) && istype(M.head, /obj/item/clothing/head/det_hat) && istype(M.wear_suit, /obj/item/clothing/suit/det_suit))
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return 1
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M << "\red You just don't feel cool enough to use this gun looking like that."
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return 0
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verb/rename_gun()
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set name = "Name Gun"
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set desc = "Click to rename your gun. If you're the detective."
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var/mob/M = usr
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if(!M.mind) return 0
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if(!M.mind.assigned_role == "Detective")
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M << "\red You don't feel cool enough to name this gun, chump."
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return 0
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var/input = input("What do you want to name the gun?",,"")
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input = sanitize(input)
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if(src && input && !M.stat && in_range(M,src))
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name = input
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M << "You name the gun [input]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/mateba
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name = "mateba"
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desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo."
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icon_state = "mateba"
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origin_tech = "combat=2;materials=2"
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60
code/modules/projectiles/guns/projectile/shotgun.dm
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code/modules/projectiles/guns/projectile/shotgun.dm
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/obj/item/weapon/gun/projectile/shotgun
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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max_shells = 2
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
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caliber = "shotgun"
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origin_tech = "combat=3;materials=1"
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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var
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recentpump = 0 // to prevent spammage
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pumped = 0
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obj/item/ammo_casing/current_shell = null
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load_into_chamber()
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if(in_chamber) return 1
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return 0
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attack_self(mob/living/user as mob)
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if(recentpump) return
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pump()
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recentpump = 1
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spawn(10)
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recentpump = 0
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return
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proc/pump(mob/M)
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playsound(M, 'shotgunpump.ogg', 60, 1)
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pumped = 0
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if(current_shell)//We have a shell in the chamber
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current_shell.loc = get_turf(src)//Eject casing
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if(!loaded.len) return 0
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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current_shell = AC
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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return 1
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/obj/item/weapon/gun/projectile/shotgun/combat
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name = "combat shotgun"
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icon_state = "cshotgun"
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max_shells = 8
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ammo_type = "/obj/item/ammo_casing/shotgun"
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/obj/item/weapon/gun/projectile/shotgun/combat2
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name = "security combat shotgun"
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icon_state = "cshotgun"
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max_shells = 4
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