mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-24 21:40:55 +01:00
Gun update; new icons, more guns and better code organization (#3434)
-ports some gun and gun mechanics from polaris and bay such as the Lemant revolver, capguns sprites -collapses svd.dm and scout_sniper.dm into sniper.dm -renames boltaction.dm to rifle.dm
This commit is contained in:
@@ -79,7 +79,7 @@
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projectile_type = /obj/item/projectile/beam/xray
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2)
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max_shots = 40
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/obj/item/weapon/gun/energy/rifle/pulse
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name = "pulse rifle"
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desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
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@@ -89,7 +89,7 @@
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projectile_type = /obj/item/projectile/beam
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sel_mode = 2
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origin_tech = list(TECH_COMBAT = 7, TECH_MATERIAL = 6, TECH_MAGNET = 4)
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modifystate = null
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firemodes = list(
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@@ -132,13 +132,20 @@
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name = ".50 magnum pistol"
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desc = "A robust handgun that uses .50 AE ammo."
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icon_state = "deagle"
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item_state = "deagle"
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force = 14.0
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caliber = ".50"
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/a50
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allowed_magazines = list(/obj/item/ammo_magazine/a50)
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auto_eject = 1
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auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
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/obj/item/weapon/gun/projectile/deagle/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "[initial(icon_state)]"
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else
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icon_state = "[initial(icon_state)]-e"
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/obj/item/weapon/gun/projectile/deagle/gold
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
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@@ -148,8 +155,6 @@
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/obj/item/weapon/gun/projectile/deagle/camo
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desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
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icon_state = "deaglecamo"
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item_state = "deagleg"
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auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
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/obj/item/weapon/gun/projectile/gyropistol
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name = "gyrojet pistol"
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@@ -106,10 +106,111 @@
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/obj/item/weapon/gun/projectile/revolver/capgun
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name = "cap gun"
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desc = "Looks almost like the real thing! Ages 8 and up."
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icon_state = "revolver"
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icon_state = "capgun"
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item_state = "revolver"
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caliber = "caps"
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origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 1)
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handle_casings = CYCLE_CASINGS
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max_shells = 7
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ammo_type = /obj/item/ammo_casing/cap
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/obj/item/weapon/gun/projectile/revolver/capgun/attackby(obj/item/W, mob/user)
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if(!iswirecutter(W) || icon_state == "revolver")
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return ..()
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to_chat(user, "<span class='notice'>You snip off the toy markings off the [src].</span>")
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name = "revolver"
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icon_state = "revolver"
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desc += " Someone snipped off the barrel's toy mark. How dastardly."
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return 1
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/obj/item/weapon/gun/projectile/revolver/lemat
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name = "grapeshot revolver"
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desc = "The LeMat revolver is a 6 shot revolver with a secondary firing barrel loading shotgun shells. Uses .38-Special and 12g rounds depending on the barrel."
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icon_state = "lemat"
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item_state = "revolver"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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handle_casings = CYCLE_CASINGS
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max_shells = 6
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caliber = "38"
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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ammo_type = /obj/item/ammo_casing/c38
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var/secondary_max_shells = 1
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var/secondary_caliber = "shotgun"
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var/secondary_ammo_type = /obj/item/ammo_casing/shotgun/pellet
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var/flipped_firing = 0
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var/list/secondary_loaded = list()
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var/list/tertiary_loaded = list()
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/obj/item/weapon/gun/projectile/revolver/lemat/Initialize()
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. = ..()
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for(var/i in 1 to secondary_max_shells)
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secondary_loaded += new secondary_ammo_type(src)
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/obj/item/weapon/gun/projectile/revolver/lemat/verb/swap_firingmode()
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set name = "Swap Firing Mode"
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set category = "Object"
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set desc = "Click to swap from one method of firing to another."
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var/mob/living/carbon/human/M = usr
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if(!M.mind)
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return 0
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to_chat(M, "<span class='notice'>You change the firing mode on \the [src].</span>")
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if(!flipped_firing)
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if(max_shells && secondary_max_shells)
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max_shells = secondary_max_shells
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if(caliber && secondary_caliber)
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caliber = secondary_caliber
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fire_sound = 'sound/weapons/shotgun.ogg'
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if(ammo_type && secondary_ammo_type)
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ammo_type = secondary_ammo_type
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if(secondary_loaded)
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tertiary_loaded = loaded.Copy()
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loaded = secondary_loaded
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flipped_firing = 1
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else
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if(max_shells)
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max_shells = initial(max_shells)
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if(caliber && secondary_caliber)
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caliber = initial(caliber)
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fire_sound = initial(fire_sound)
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if(ammo_type && secondary_ammo_type)
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ammo_type = initial(ammo_type)
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if(tertiary_loaded)
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secondary_loaded = loaded.Copy()
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loaded = tertiary_loaded
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flipped_firing = 0
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/obj/item/weapon/gun/projectile/revolver/lemat/spin_cylinder()
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set name = "Spin cylinder"
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set desc = "Fun when you're bored out of your skull."
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set category = "Object"
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chamber_offset = 0
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visible_message("<span class='warning'>\The [usr] spins the cylinder of \the [src]!</span>", \
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"<span class='notice'>You hear something metallic spin and click.</span>")
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playsound(src.loc, 'sound/weapons/revolver_spin.ogg', 100, 1)
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if(!flipped_firing)
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loaded = shuffle(loaded)
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if(rand(1,max_shells) > loaded.len)
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chamber_offset = rand(0,max_shells - loaded.len)
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/obj/item/weapon/gun/projectile/revolver/lemat/examine(mob/user)
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..()
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if(secondary_loaded)
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var/to_print
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for(var/round in secondary_loaded)
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to_print += round
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to_chat(user, "\The [src] has a secondary barrel loaded with \a [to_print]")
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else
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to_chat(user, "\The [src] has a secondary barrel that is empty.")
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+143
-93
@@ -1,93 +1,143 @@
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/obj/item/weapon/gun/projectile/boltaction
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name = "\improper bolt action rifle"
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desc = "A cheap ballistic rifle often found in the hands of crooks and frontiersmen. Uses 7.62mm rounds."
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icon_state = "moistnugget"
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item_state = "moistnugget"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/rifleshot.ogg'
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slot_flags = SLOT_BACK
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load_method = SINGLE_CASING|SPEEDLOADER
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handle_casings = HOLD_CASINGS
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caliber = "a762"
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ammo_type = /obj/item/ammo_casing/a762
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max_shells = 5
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w_class = 4.0
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force = 10
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var/recentpump = 0
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/projectile/boltaction/can_wield()
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return 1
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/obj/item/weapon/gun/projectile/boltaction/ui_action_click()
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if(src in usr)
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/boltaction/verb/wield_shotgun()
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set name = "Wield rifle"
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set category = "Object"
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set src in usr
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/boltaction/consume_next_projectile()
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if(chambered)
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return chambered.BB
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return null
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/obj/item/weapon/gun/projectile/boltaction/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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pump(user)
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recentpump = world.time
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/obj/item/weapon/gun/projectile/boltaction/proc/pump(mob/M as mob)
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if(!wielded)
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M << "<span class='warning'>You cannot work the rifle's bolt without gripping it with both hands!</span>"
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return
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playsound(M, 'sound/weapons/riflebolt.ogg', 60, 1)
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered = null
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if(loaded.len)
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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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chambered = AC
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update_icon()
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/obj/item/weapon/gun/projectile/boltaction/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/gun/energy/plasmacutter) && w_class != 3)
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user << "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>"
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if(loaded.len)
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afterattack(user, user)
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
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return
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if(do_after(user, 30))
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icon_state = "obrez"
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w_class = 3
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recoil = 2
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accuracy = -2
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item_state = "obrez"
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slot_flags &= ~SLOT_BACK
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
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name = "\improper obrez"
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desc = "A shortened bolt action rifle, not really acurate. Uses 7.62mm rounds."
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user << "<span class='warning'>You shorten the barrel and stock of the rifle!</span>"
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else
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..()
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/obj/item/weapon/gun/projectile/boltaction/obrez
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name = "obrez"
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desc = "A shortened bolt action rifle, not really accurate. Uses 7.62mm rounds."
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icon_state = "obrez"
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item_state = "obrez"
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w_class = 3
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recoil = 2
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accuracy = -2
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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/obj/item/weapon/gun/projectile/boltaction
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name = "\improper bolt action rifle"
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desc = "A cheap ballistic rifle often found in the hands of crooks and frontiersmen. Uses 7.62mm rounds."
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icon_state = "moistnugget"
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item_state = "moistnugget"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/rifleshot.ogg'
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slot_flags = SLOT_BACK
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load_method = SINGLE_CASING|SPEEDLOADER
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handle_casings = HOLD_CASINGS
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caliber = "a762"
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ammo_type = /obj/item/ammo_casing/a762
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max_shells = 5
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w_class = 4.0
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force = 10
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var/recentpump = 0
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/projectile/boltaction/can_wield()
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return 1
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/obj/item/weapon/gun/projectile/boltaction/ui_action_click()
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if(src in usr)
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/boltaction/verb/wield_shotgun()
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set name = "Wield rifle"
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set category = "Object"
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set src in usr
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/boltaction/consume_next_projectile()
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if(chambered)
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return chambered.BB
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return null
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/obj/item/weapon/gun/projectile/boltaction/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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pump(user)
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recentpump = world.time
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/obj/item/weapon/gun/projectile/boltaction/proc/pump(mob/M as mob)
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if(!wielded)
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M << "<span class='warning'>You cannot work the rifle's bolt without gripping it with both hands!</span>"
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return
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playsound(M, 'sound/weapons/riflebolt.ogg', 60, 1)
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered = null
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if(loaded.len)
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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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chambered = AC
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update_icon()
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/obj/item/weapon/gun/projectile/boltaction/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/gun/energy/plasmacutter) && w_class != 3)
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user << "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>"
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if(loaded.len)
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afterattack(user, user)
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
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return
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if(do_after(user, 30))
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icon_state = "obrez"
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w_class = 3
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recoil = 2
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accuracy = -2
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item_state = "obrez"
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slot_flags &= ~SLOT_BACK
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
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name = "\improper obrez"
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desc = "A shortened bolt action rifle, not really acurate. Uses 7.62mm rounds."
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user << "<span class='warning'>You shorten the barrel and stock of the rifle!</span>"
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else
|
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..()
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/obj/item/weapon/gun/projectile/boltaction/obrez
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name = "obrez"
|
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desc = "A shortened bolt action rifle, not really accurate. Uses 7.62mm rounds."
|
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icon_state = "obrez"
|
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item_state = "obrez"
|
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w_class = 3
|
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recoil = 2
|
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accuracy = -2
|
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slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
|
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/obj/item/weapon/gun/projectile/contender
|
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name = "pocket rifle"
|
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desc = "A perfect, pristine replica of an ancient one-shot hand-cannon. This one has been modified to work almost like a bolt-action. Uses 5.56mm rounds."
|
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icon_state = "pockrifle"
|
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item_state = "obrez"
|
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caliber = "a556"
|
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handle_casings = HOLD_CASINGS
|
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max_shells = 1
|
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ammo_type = /obj/item/ammo_casing/a556
|
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slot_flags = SLOT_BELT|SLOT_HOLSTER
|
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load_method = SINGLE_CASING
|
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fire_sound = 'sound/weapons/rifleshot.ogg'
|
||||
var/retracted_bolt = 0
|
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var/icon_retracted = "pockrifle-empty"
|
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|
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/obj/item/weapon/gun/projectile/contender/special_check(mob/user)
|
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if(retracted_bolt)
|
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user << "<span class='warning'>You can't fire \the [src] while the bolt is open!</span>"
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return 0
|
||||
return ..()
|
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|
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/obj/item/weapon/gun/projectile/contender/attack_self(mob/user as mob)
|
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if(chambered)
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chambered.loc = get_turf(src)
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chambered = null
|
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var/obj/item/ammo_casing/C = loaded[1]
|
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loaded -= C
|
||||
|
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if(!retracted_bolt)
|
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to_chat(user, "<span class='notice'>You cycle back the bolt on \the [src], ejecting the casing and allowing you to reload.</span>")
|
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playsound(user, 'sound/weapons/riflebolt.ogg', 60, 1)
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icon_state = icon_retracted
|
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retracted_bolt = 1
|
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return 1
|
||||
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else if(retracted_bolt && loaded.len)
|
||||
to_chat(user, "<span class='notice'>You cycle the loaded round into the chamber, allowing you to fire.</span>")
|
||||
|
||||
else
|
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to_chat(user, "<span class='notice'>You cycle the bolt back into position, leaving the gun empty.</span>")
|
||||
|
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icon_state = initial(icon_state)
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retracted_bolt = 0
|
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|
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/obj/item/weapon/gun/projectile/contender/load_ammo(var/obj/item/A, mob/user)
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if(!retracted_bolt)
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to_chat(user, "<span class='notice'>You can't load \the [src] without cycling the bolt.</span>")
|
||||
return
|
||||
..()
|
||||
@@ -1,44 +0,0 @@
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556
|
||||
name = "scout rifle"
|
||||
desc = "A lightweight Neyland 556mi 'Ranger' used within the Sol Navy and Nanotrasen Emergency Response Teams. Equipped with a scope and designed for medium to long range combat, with moderate stopping power. Chambered in 5.56 rounds."
|
||||
icon_state = "w556rifle"
|
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item_state = "heavysniper"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3)
|
||||
caliber = "a556"
|
||||
recoil = 4
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/Gunshot_DMR.ogg'
|
||||
max_shells = 10
|
||||
ammo_type = /obj/item/ammo_casing/a556/ap
|
||||
magazine_type = /obj/item/ammo_magazine/a556/ap
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/a556, /obj/item/ammo_magazine/a556/ap)
|
||||
accuracy = -4
|
||||
scoped_accuracy = 3
|
||||
recoil_wielded = 2
|
||||
accuracy_wielded = 0
|
||||
multi_aim = 0 //Definitely a fuck no. Being able to target one person at this range is plenty.
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
if(wielded)
|
||||
toggle_scope(2.0, usr)
|
||||
else
|
||||
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556/update_icon()
|
||||
if(wielded)
|
||||
item_state = "heavysniper-wielded"
|
||||
else
|
||||
item_state = "heavysniper"
|
||||
update_held_icon()
|
||||
@@ -130,6 +130,115 @@
|
||||
icon_state = "tranqsniper-open"
|
||||
else
|
||||
icon_state = "tranqsniper"
|
||||
if(wielded)
|
||||
item_state = "heavysniper-wielded"
|
||||
else
|
||||
item_state = "heavysniper"
|
||||
update_held_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov
|
||||
name = "antique sniper rifle"
|
||||
desc = "An old Dragunov semi-automatic marksman rifle. Smells of vodka and Communism. Uses 7.62mm rounds."
|
||||
icon = 'icons/obj/dragunov.dmi'
|
||||
icon_state = "dragunov"
|
||||
item_state = "dragunov"
|
||||
contained_sprite = 1
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
|
||||
caliber = "a762"
|
||||
recoil = 2
|
||||
fire_sound = 'sound/weapons/svd_shot.ogg'
|
||||
load_method = MAGAZINE
|
||||
max_shells = 10
|
||||
magazine_type = /obj/item/ammo_magazine/d762
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/d762)
|
||||
accuracy = -4
|
||||
scoped_accuracy = 2
|
||||
|
||||
recoil_wielded = 1
|
||||
accuracy_wielded = 0
|
||||
|
||||
//action button for wielding
|
||||
action_button_name = "Wield rifle"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/update_icon()
|
||||
|
||||
if(ammo_magazine)
|
||||
icon_state = "dragunov"
|
||||
else
|
||||
icon_state = "dragunov-empty"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/can_wield()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/ui_action_click()
|
||||
if(src in usr)
|
||||
toggle_wield(usr)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/verb/wield_rifle()
|
||||
set name = "Wield rifle"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
toggle_wield(usr)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/special_check(mob/user)
|
||||
if(!wielded)
|
||||
user << "<span class='warning'>You can't fire without stabilizing the rifle!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
if(wielded)
|
||||
toggle_scope(2.0, usr)
|
||||
else
|
||||
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556
|
||||
name = "scout rifle"
|
||||
desc = "A lightweight Neyland 556mi 'Ranger' used within the Sol Navy and Nanotrasen Emergency Response Teams. Equipped with a scope and designed for medium to long range combat, with moderate stopping power. Chambered in 5.56 rounds."
|
||||
icon_state = "w556rifle"
|
||||
item_state = "heavysniper"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 3)
|
||||
caliber = "a556"
|
||||
recoil = 4
|
||||
load_method = MAGAZINE
|
||||
fire_sound = 'sound/weapons/Gunshot_DMR.ogg'
|
||||
max_shells = 10
|
||||
ammo_type = /obj/item/ammo_casing/a556/ap
|
||||
magazine_type = /obj/item/ammo_magazine/a556/ap
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/a556, /obj/item/ammo_magazine/a556/ap)
|
||||
accuracy = -4
|
||||
scoped_accuracy = 3
|
||||
recoil_wielded = 2
|
||||
accuracy_wielded = 0
|
||||
multi_aim = 0 //Definitely a fuck no. Being able to target one person at this range is plenty.
|
||||
|
||||
firemodes = list(
|
||||
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
|
||||
list(mode_name="2-round bursts", burst=2, fire_delay=null, move_delay=4, burst_accuracy=list(0,-1,-1), dispersion=list(0.0, 0.6, 1.0))
|
||||
)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
if(wielded)
|
||||
toggle_scope(2.0, usr)
|
||||
else
|
||||
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/rifle/w556/update_icon()
|
||||
if(wielded)
|
||||
item_state = "heavysniper-wielded"
|
||||
else
|
||||
|
||||
@@ -1,63 +0,0 @@
|
||||
/obj/item/weapon/gun/projectile/dragunov
|
||||
name = "antique sniper rifle"
|
||||
desc = "An old Dragunov semi-automatic marksman rifle. Smells of vodka and Communism. Uses 7.62mm rounds."
|
||||
icon = 'icons/obj/dragunov.dmi'
|
||||
icon_state = "dragunov"
|
||||
item_state = "dragunov"
|
||||
contained_sprite = 1
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 5)
|
||||
caliber = "a762"
|
||||
recoil = 2
|
||||
fire_sound = 'sound/weapons/svd_shot.ogg'
|
||||
load_method = MAGAZINE
|
||||
max_shells = 10
|
||||
magazine_type = /obj/item/ammo_magazine/d762
|
||||
allowed_magazines = list(/obj/item/ammo_magazine/d762)
|
||||
accuracy = -4
|
||||
scoped_accuracy = 2
|
||||
|
||||
recoil_wielded = 1
|
||||
accuracy_wielded = 0
|
||||
|
||||
//action button for wielding
|
||||
action_button_name = "Wield rifle"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/update_icon()
|
||||
|
||||
if(ammo_magazine)
|
||||
icon_state = "dragunov"
|
||||
else
|
||||
icon_state = "dragunov-empty"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/can_wield()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/ui_action_click()
|
||||
if(src in usr)
|
||||
toggle_wield(usr)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/verb/wield_rifle()
|
||||
set name = "Wield rifle"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
|
||||
toggle_wield(usr)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/special_check(mob/user)
|
||||
if(!wielded)
|
||||
user << "<span class='warning'>You can't fire without stabilizing the rifle!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/dragunov/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
if(wielded)
|
||||
toggle_scope(2.0, usr)
|
||||
else
|
||||
usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
|
||||
Reference in New Issue
Block a user