mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-30 12:02:24 +00:00
TG: Updated the barman's shotgun, it acts like a double-barrel now, and he can saw
it off. Added Khodoque's new shotgun sprites. Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is non-existent. Very slightly reshuffled some mask stuff around, but it's still godawful. Medical masks are now /obj/item/clothing/mask/breath/medical Removed the define for HALFMASK, as it was completely unused. Revision: r3493 Author: petethegoat
This commit is contained in:
@@ -50,5 +50,5 @@
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update_icon()
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if(multiple_sprites)
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icon_state = text("[initial(icon_state)]-[]", stored_ammo.len)
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desc = text("There are [] shell\s left!", stored_ammo.len)
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icon_state = "[initial(icon_state)]-[stored_ammo.len]"
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desc = "There are [stored_ammo.len] shell\s left!"
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@@ -19,6 +19,7 @@
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caliber = ""
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silenced = 0
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recoil = 0
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ejectshell = 1
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tmp/list/mob/living/target //List of who yer targeting.
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tmp/lock_time = -100
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tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
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@@ -25,12 +25,16 @@
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load_into_chamber()
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if(in_chamber) return 1
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if(!loaded.len) return 0
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if(in_chamber)
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return 1
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if(!loaded.len)
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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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AC.loc = get_turf(src) //Eject casing onto ground.
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AC.desc += " This one is spent." //descriptions are magic
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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@@ -40,6 +44,7 @@
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attackby(var/obj/item/A as obj, mob/user as mob)
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_magazine))
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if((load_method == 2) && loaded.len) return
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@@ -64,13 +69,18 @@
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loaded += AC
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num_loaded++
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if(num_loaded)
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user << text("\blue You load [] shell\s into the gun!", num_loaded)
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user << "\blue You load [num_loaded] shell\s into the gun!"
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A.update_icon()
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update_icon()
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return
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update_icon()
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desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
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examine()
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..()
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usr << "Has [loaded.len] round\s remaining."
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if(in_chamber && !loaded.len)
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usr << "However, it has a chambered round."
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if(in_chamber && loaded.len)
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usr << "It also has a chambered round."
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return
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@@ -1,13 +1,14 @@
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/obj/item/weapon/gun/projectile/shotgun
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name = "\improper Shotgun"
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/obj/item/weapon/gun/projectile/shotgun/pump
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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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item_state = "shotgun"
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max_shells = 4
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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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origin_tech = "combat=4;materials=2"
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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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@@ -16,7 +17,8 @@
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load_into_chamber()
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if(in_chamber) return 1
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if(in_chamber)
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return 1
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return 0
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@@ -30,7 +32,7 @@
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return
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proc/pump(mob/M)
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proc/pump(mob/M as mob)
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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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@@ -44,20 +46,82 @@
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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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update_icon() //I.E. fix the desc
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return 1
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/obj/item/weapon/gun/projectile/shotgun/combat
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name = "\improper Combat Shotgun"
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/obj/item/weapon/gun/projectile/shotgun/pump/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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origin_tech = "combat=5;materials=2"
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ammo_type = "/obj/item/ammo_casing/shotgun"
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//this is largely hacky and bad :( -Pete
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel
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name = "double-barreled shotgun"
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desc = "A true classic."
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icon_state = "dshotgun"
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item_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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load_into_chamber()
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if(in_chamber)
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return 1
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if(!loaded.len)
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return 0
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/obj/item/weapon/gun/projectile/shotgun/combat2
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name = "\improper Security Combat Shotgun"
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icon_state = "cshotgun"
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max_shells = 4
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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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AC.desc += " This one is spent."
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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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return 0
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attack_self(mob/living/user as mob)
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if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
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user << "<span class='notice'>\The [src] is empty.</span>"
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return
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for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
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if(shell in loaded)
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loaded -= shell
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shell.loc = get_turf(src.loc)
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user << "<span class='notice'>You break \the [src].</span>"
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update_icon()
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attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/ammo_casing) && !load_method)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
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user.drop_item()
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AC.loc = src
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loaded += AC
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user << "<span class='notice'>You load a shell into \the [src]!</span>"
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A.update_icon()
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update_icon()
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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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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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afterattack(user, user) //will this work?
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playsound(user, fire_sound, 50, 1)
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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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icon_state = "sawnshotgun"
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w_class = 3.0
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item_state = "gun"
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flags &= ~ONBACK //you can't sling it on your back
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flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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@@ -10,7 +10,7 @@
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*/
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/obj/item/projectile
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name = "\improper Projectile"
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name = "projectile"
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icon = 'projectiles.dmi'
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icon_state = "bullet"
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density = 1
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@@ -84,18 +84,18 @@
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return // nope.avi
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if(!silenced)
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visible_message("\red [A] is hit by the [src]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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visible_message("\red [A.name] is hit by the [src.name] in the [def_zone]!")//X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
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else
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M << "\red You've been shot!"
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M << "\red You've been shot in the [def_zone] by the [src.name]!"
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if(istype(firer, /mob))
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M.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
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firer.attack_log += text("\[[]\] <b>[]/[]</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), firer, firer.ckey, M, M.ckey, src)
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M.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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firer.attack_log += "\[[time_stamp()]\] <b>[firer]/[firer.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_admin("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with [src].")
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message_admins("ATTACK: [firer] ([firer.ckey]) shot [M] ([M.ckey]) with [src].")
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log_attack("<font color='red'>[firer] ([firer.ckey]) shot [M] ([M.ckey]) with a [src]</font>")
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else
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M.attack_log += text("\[[]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[]/[]</b> with a <b>[]</b>", time_stamp(), M, M.ckey, src)
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M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>[src]</b>"
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log_admin("ATTACK: UNKNOWN (no longer exists) shot [M] ([M.ckey]) with [src].")
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message_admins("ATTACK: UNKNOWN (no longer exists) shot [M] ([M.ckey]) with [src].")
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log_attack("<font color='red'>UNKNOWN shot [M] ([M.ckey]) with a [src]</font>")
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