/obj/item/gun/projectile/shotgun name = "strange shotgun" desc = "A strange shotgun that doesn't seem to belong anywhere. You feel like you shouldn't be able to see this and should... submit an issue?" var/can_sawoff = FALSE var/sawnoff_workmsg var/sawing_in_progress = FALSE /obj/item/gun/projectile/shotgun/attackby(obj/item/A, mob/user) if (!can_sawoff || sawing_in_progress) return ..() var/static/list/barrel_cutting_tools = typecacheof(list( /obj/item/surgery/circular_saw, /obj/item/melee/energy, /obj/item/gun/energy/plasmacutter // does this even work? )) if(is_type_in_typecache(A, barrel_cutting_tools) && w_class != 3) to_chat(user, "You begin to [sawnoff_workmsg] of \the [src].") if(loaded.len) for(var/i in 1 to max_shells) Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN user.visible_message("\The [src] goes off!", "\The [src] goes off in your face!") return sawing_in_progress = TRUE if(do_after(user, 30, act_target = src)) //SHIT IS STEALTHY EYYYYY sawing_in_progress = FALSE saw_off(user, A) else ..() // called on a SUCCESSFUL saw-off. /obj/item/gun/projectile/shotgun/proc/saw_off(mob/user, obj/item/tool) to_chat(user, "You attempt to cut [src]'s barrel with [tool], but nothing happens.") log_debug("shotgun: attempt to saw-off shotgun with no saw-off behavior.") /obj/item/gun/projectile/shotgun/pump name = "pump shotgun" desc = "An ubiquitous unbranded shotgun. Useful for sweeping alleys." desc_info = "This is a ballistic weapon. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \ then click where you want to fire. After firing, you will need to pump the gun, by clicking on the gun in your hand. To reload, load more shotgun \ shells into the gun." icon = 'icons/obj/guns/shotgun.dmi' icon_state = "shotgun" item_state = "shotgun" max_shells = 4 w_class = ITEMSIZE_LARGE force = 10 flags = CONDUCT slot_flags = SLOT_BACK caliber = "shotgun" origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2) load_method = SINGLE_CASING|SPEEDLOADER ammo_type = /obj/item/ammo_casing/shotgun/beanbag handle_casings = HOLD_CASINGS fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg' is_wieldable = TRUE var/recentpump = 0 // to prevent spammage var/has_wield_state = TRUE var/rack_sound = 'sound/weapons/shotgun_pump.ogg' var/rack_verb = "pump" /obj/item/gun/projectile/shotgun/pump/consume_next_projectile() if(chambered) return chambered.BB return null /obj/item/gun/projectile/shotgun/pump/attack_self(mob/living/user) if(world.time >= recentpump + 10) pump(user) recentpump = world.time /obj/item/gun/projectile/shotgun/pump/proc/pump(mob/M) if(!wielded) if(!do_after(M, 20, TRUE)) // have to stand still for 2 seconds instead of doing it instantly. bad idea during a shootout return playsound(M, rack_sound, 60, FALSE) to_chat(M, SPAN_NOTICE("You [rack_verb] \the [src]!")) if(chambered)//We have a shell in the chamber chambered.forceMove(get_turf(src)) //Eject casing playsound(src.loc, chambered.drop_sound, DROP_SOUND_VOLUME, FALSE, required_asfx_toggles = ASFX_DROPSOUND) chambered = null if(length(loaded)) var/obj/item/ammo_casing/AC = loaded[1] //load next casing. loaded -= AC //Remove casing from loaded list. chambered = AC update_maptext() update_icon() /obj/item/gun/projectile/shotgun/pump/update_icon() ..() if(wielded && has_wield_state) item_state = "[icon_state]-wielded" else item_state = "[icon_state]" update_held_icon() /obj/item/gun/projectile/shotgun/pump/combat name = "combat shotgun" desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders." icon = 'icons/obj/guns/cshotgun.dmi' icon_state = "cshotgun" item_state = "cshotgun" origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2) max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8. ammo_type = /obj/item/ammo_casing/shotgun fire_sound = 'sound/weapons/gunshot/gunshot_shotgun.ogg' /obj/item/gun/projectile/shotgun/pump/combat/sol name = "naval shotgun" desc = "A Malella-type 12-gauge breaching shotgun commonly found in the hands of the Sol Alliance. Made by Zavodskoi Interstellar." icon = 'icons/obj/guns/malella.dmi' icon_state = "malella" item_state = "malella" origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 3, TECH_ILLEGAL = 2) ammo_type = /obj/item/ammo_casing/shotgun/pellet /obj/item/gun/projectile/shotgun/doublebarrel name = "double-barreled shotgun" desc = "A true classic." desc_info = "Use in hand to unload, alt click to change firemodes." icon = 'icons/obj/guns/dshotgun.dmi' icon_state = "dshotgun" item_state = "dshotgun" //SPEEDLOADER because rapid unloading. //In principle someone could make a speedloader for it, so it makes sense. load_method = SINGLE_CASING|SPEEDLOADER handle_casings = CYCLE_CASINGS max_shells = 2 w_class = ITEMSIZE_LARGE force = 10 flags = CONDUCT is_wieldable = TRUE var/has_wield_state = TRUE slot_flags = SLOT_BACK caliber = "shotgun" origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1) ammo_type = /obj/item/ammo_casing/shotgun/beanbag fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg' burst_delay = 0 firemodes = list( list(mode_name="fire one barrel at a time", burst=1), list(mode_name="fire both barrels at once", burst=2) ) can_sawoff = TRUE sawnoff_workmsg = "shorten the barrel" /obj/item/gun/projectile/shotgun/doublebarrel/attack_self(mob/user) unload_ammo(user, TRUE) /obj/item/gun/projectile/shotgun/doublebarrel/AltClick(mob/user) if(Adjacent(user)) var/datum/firemode/new_mode = switch_firemodes(user) if(new_mode) to_chat(user, SPAN_NOTICE("\The [src] is now set to [new_mode.name].")) /obj/item/gun/projectile/shotgun/doublebarrel/update_icon() ..() if(wielded && has_wield_state) item_state = "[icon_state]-wielded" else item_state = "[icon_state]" update_held_icon() /obj/item/gun/projectile/shotgun/doublebarrel/pellet ammo_type = /obj/item/ammo_casing/shotgun/pellet /obj/item/gun/projectile/shotgun/doublebarrel/flare name = "signal shotgun" desc = "A double-barreled shotgun meant to fire signal flash shells." ammo_type = /obj/item/ammo_casing/shotgun/flash /obj/item/gun/projectile/shotgun/doublebarrel/unload_ammo(user, allow_dump) ..(user, allow_dump=1) /obj/item/gun/projectile/shotgun/doublebarrel/saw_off(mob/user, obj/item/tool) icon = 'icons/obj/guns/sawnshotgun.dmi' icon_state = "sawnshotgun" item_state = "sawnshotgun" is_wieldable = FALSE w_class = ITEMSIZE_NORMAL force = 5 slot_flags &= ~SLOT_BACK //you can't sling it on your back slot_flags |= (SLOT_BELT|SLOT_HOLSTER) //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not. name = "sawn-off shotgun" desc = "Omar's coming!" to_chat(user, "You shorten the barrel of \the [src]!") /obj/item/gun/projectile/shotgun/doublebarrel/sawn name = "sawn-off shotgun" desc = "Omar's coming!" icon = 'icons/obj/guns/sawnshotgun.dmi' icon_state = "sawnshotgun" item_state = "sawnshotgun" is_wieldable = FALSE slot_flags = SLOT_BELT|SLOT_HOLSTER ammo_type = /obj/item/ammo_casing/shotgun/pellet w_class = ITEMSIZE_NORMAL force = 5 /obj/item/gun/projectile/shotgun/foldable name = "foldable shotgun" desc = "A single-shot shotgun that can be folded for easy concealment." icon = 'icons/obj/guns/overunder.dmi' icon_state = "overunder" item_state = "overunder" slot_flags = SLOT_BELT w_class = ITEMSIZE_NORMAL ammo_type = /obj/item/ammo_casing/shotgun/pellet load_method = SINGLE_CASING|SPEEDLOADER max_shells = 1 caliber = "shotgun" fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg' origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2, TECH_ILLEGAL = 2) var/folded = TRUE /obj/item/gun/projectile/shotgun/foldable/update_icon() if(folded) icon_state = initial(icon_state) item_state = icon_state else icon_state = "[initial(icon_state)]-d" item_state = "[initial(item_state)]-d" update_held_icon() /obj/item/gun/projectile/shotgun/foldable/proc/toggle_folded(mob/living/user) folded = !folded if(folded) w_class = initial(w_class) slot_flags = initial(slot_flags) playsound(user, 'sound/weapons/sawclose.ogg', 60, 1) else w_class = ITEMSIZE_LARGE slot_flags &= ~SLOT_BELT playsound(user, 'sound/weapons/sawopen.ogg', 60, 1) to_chat(user, "You [folded ? "fold" : "unfold"] \the [src].") update_icon() /obj/item/gun/projectile/shotgun/foldable/attack_self(mob/living/user) toggle_folded(user) /obj/item/gun/projectile/shotgun/foldable/special_check(mob/user) if(folded) toggle_folded(user) return FALSE return ..()