/obj/item/gun/projectile/shotgun/pump/rifle name = "bolt action rifle" desc = "A cheap ballistic rifle often found in the hands of crooks and frontiersmen. Uses 7.62mm rounds." icon = 'icons/obj/guns/moistnugget.dmi' icon_state = "moistnugget" item_state = "moistnugget" origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2) fire_sound = 'sound/weapons/gunshot/gunshot_rifle.ogg' caliber = "a762" ammo_type = /obj/item/ammo_casing/a762 magazine_type = /obj/item/ammo_magazine/boltaction max_shells = 5 rack_sound = 'sound/weapons/riflebolt.ogg' rack_verb = "pull back the bolt on" has_wield_state = TRUE can_bayonet = TRUE knife_x_offset = 23 knife_y_offset = 13 can_sawoff = TRUE sawnoff_workmsg = "shorten the barrel and stock" /obj/item/gun/projectile/shotgun/pump/rifle/saw_off(mob/user, obj/item/tool) icon = 'icons/obj/guns/obrez.dmi' icon_state = "obrez" item_state = "obrez" w_class = ITEMSIZE_NORMAL recoil = 2 accuracy = -2 slot_flags &= ~SLOT_BACK slot_flags |= (SLOT_BELT|SLOT_HOLSTER) can_bayonet = FALSE has_wield_state = FALSE if(bayonet) qdel(bayonet) bayonet = null update_icon() name = "sawn-off bolt action rifle" desc = "A shortened bolt action rifle, not really acurate. Uses 7.62mm rounds." to_chat(user, "You shorten the barrel and stock of the rifle!") /obj/item/gun/projectile/shotgun/pump/rifle/obrez name = "sawn-off bolt action rifle" desc = "A shortened bolt action rifle, not really accurate. Uses 7.62mm rounds." icon = 'icons/obj/guns/obrez.dmi' icon_state = "obrez" item_state = "obrez" w_class = ITEMSIZE_NORMAL recoil = 2 accuracy = -2 slot_flags = SLOT_BELT|SLOT_HOLSTER can_bayonet = FALSE has_wield_state = FALSE /obj/item/gun/projectile/contender name = "pocket rifle" 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." icon = 'icons/obj/guns/pockrifle.dmi' icon_state = "pockrifle" item_state = "pockrifle" caliber = "a556" handle_casings = HOLD_CASINGS max_shells = 1 ammo_type = /obj/item/ammo_casing/a556 magazine_type = /obj/item/ammo_magazine/a556 slot_flags = SLOT_BELT|SLOT_HOLSTER load_method = SINGLE_CASING fire_sound = 'sound/weapons/gunshot/gunshot3.ogg' var/retracted_bolt = 0 var/icon_retracted = "pockrifle-empty" /obj/item/gun/projectile/contender/special_check(mob/user) if(retracted_bolt) to_chat(user, "You can't fire \the [src] while the bolt is open!") return 0 return ..() /obj/item/gun/projectile/contender/attack_self(mob/user as mob) if(chambered) chambered.forceMove(get_turf(src)) chambered = null var/obj/item/ammo_casing/C = loaded[1] loaded -= C if(!retracted_bolt) to_chat(user, "You cycle back the bolt on \the [src], ejecting the casing and allowing you to reload.") playsound(user, 'sound/weapons/riflebolt.ogg', 60, 1) icon_state = icon_retracted item_state = icon_retracted retracted_bolt = 1 user.update_inv_l_hand() user.update_inv_r_hand() return 1 else if(retracted_bolt && loaded.len) to_chat(user, "You cycle the loaded round into the chamber, allowing you to fire.") else to_chat(user, "You cycle the bolt back into position, leaving the gun empty.") icon_state = initial(icon_state) item_state = initial(item_state) user.update_inv_l_hand() user.update_inv_r_hand() retracted_bolt = 0 /obj/item/gun/projectile/contender/load_ammo(var/obj/item/A, mob/user) if(!retracted_bolt) to_chat(user, "You can't load \the [src] without cycling the bolt.") return ..() /obj/item/gun/projectile/contender/unload_ammo(mob/user, var/allow_dump=1) if(!retracted_bolt) to_chat(user, "You can't unload \the [src] without cycling the bolt.") return ..() /obj/item/gun/projectile/shotgun/pump/rifle/vintage name = "vintage bolt action rifle" desc = "An extremely old-looking rifle. Words you can't read are stamped on the gun. Doesn't look like it'll take any modern rounds." icon = 'icons/obj/guns/springfield.dmi' icon_state = "springfield" item_state = "springfield" origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 3) fire_sound = 'sound/weapons/gunshot/gunshot_rifle.ogg' slot_flags = SLOT_BACK load_method = SINGLE_CASING|SPEEDLOADER handle_casings = HOLD_CASINGS caliber = "vintage" ammo_type = /obj/item/ammo_casing/vintage magazine_type = /obj/item/ammo_magazine/boltaction/vintage can_bayonet = TRUE var/open_bolt = 0 var/obj/item/ammo_magazine/boltaction/vintage/has_clip /obj/item/gun/projectile/shotgun/pump/rifle/vintage/attack_self(mob/living/user as mob) if(wielded) if(world.time >= recentpump + 10) pump(user) recentpump = world.time return else if(open_bolt && has_clip) if(has_clip.stored_ammo.len > 0) load_ammo(has_clip, user) src.cut_overlays() if(!has_clip.stored_ammo.len) add_overlay("springfield-clip-empty") else if(has_clip.stored_ammo.len <= 3) add_overlay("springfield-clip-half") else add_overlay("springfield-clip-full") else to_chat(user, "There is no ammo in \the [has_clip.name]!") else if(!open_bolt) to_chat(user, "The bolt on \the [src.name] is closed!") else to_chat(user, "There is no clip in \the [src.name]!") /obj/item/gun/projectile/shotgun/pump/rifle/vintage/pump(mob/M as mob) if(!wielded) to_chat(M, "You cannot work \the [src]'s bolt without gripping it with both hands!") return if(!open_bolt) open_bolt = 1 icon_state = "springfield-openbolt" playsound(M, rack_sound, 60, 1) update_icon() return open_bolt = 0 icon_state = "springfield" playsound(M, rack_sound, 60, 1) if(has_clip) has_clip.forceMove(get_turf(src)) has_clip = null cut_overlays() if(chambered)//We have a shell in the chamber chambered.forceMove(get_turf(src))//Eject casing chambered = null if(loaded.len) var/obj/item/ammo_casing/AC = loaded[1] //load next casing. loaded -= AC //Remove casing from loaded list. chambered = AC update_icon() /obj/item/gun/projectile/shotgun/pump/rifle/vintage/attackby(var/obj/item/A as obj, mob/user as mob) if(istype(A, /obj/item/ammo_magazine/boltaction/vintage)) if(!open_bolt) to_chat(user, "You need to open the bolt of \the [src] first.") return if(!has_clip) user.drop_from_inventory(A,src) has_clip = A to_chat(user, "You load the clip into \the [src].") if(!has_clip.stored_ammo.len) add_overlay("springfield-clip-empty") else if(has_clip.stored_ammo.len <= 3) add_overlay("springfield-clip-half") else add_overlay("springfield-clip-full") else to_chat(user, "There's already a clip in \the [src].") else ..() /obj/item/gun/projectile/shotgun/pump/rifle/vintage/load_ammo(var/obj/item/A, mob/user) if(!open_bolt) to_chat(user, "The bolt is closed on \the [src]!") return ..() /obj/item/gun/projectile/shotgun/pump/rifle/vintage/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0) if(open_bolt) to_chat(user, "The bolt is open on \the [src]!") return ..() /obj/item/gun/projectile/gauss name = "gauss thumper" desc = "An outdated gauss weapon which sees sparing use in modern times." w_class = ITEMSIZE_NORMAL slot_flags = 0 magazine_type = /obj/item/ammo_magazine/gauss allowed_magazines = list(/obj/item/ammo_magazine/gauss) icon = 'icons/obj/guns/gauss_thumper.dmi' icon_state = "gauss_thumper" item_state = "gauss_thumper" caliber = "gauss" origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2) fire_sound = /decl/sound_category/gauss_fire_sound load_method = MAGAZINE handle_casings = DELETE_CASINGS slot_flags = SLOT_BACK fire_delay = 25 accuracy = -1 fire_delay_wielded = 10 accuracy_wielded = 2 is_wieldable = TRUE /obj/item/gun/projectile/gauss/update_icon() ..() icon_state = (ammo_magazine)? "gauss_thumper" : "gauss_thumper-e" if(wielded) item_state = "gauss_thumper-wielded" else item_state = "gauss_thumper" update_held_icon() return /obj/item/gun/energy/gauss/mounted/mech name = "heavy gauss cannon" desc = "An outdated and power hungry gauss cannon, modified to deliver high explosive rounds at high velocities." icon = 'icons/obj/guns/gauss_thumper.dmi' icon_state = "gauss_thumper" fire_sound = /decl/sound_category/gauss_fire_sound fire_delay = 30 charge_meter = 0 max_shots = 3 charge_cost = 500 projectile_type = /obj/item/projectile/bullet/gauss/highex self_recharge = 1 use_external_power = 1 recharge_time = 12 needspin = FALSE