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Aurora.3/code/modules/projectiles/guns/projectile/sniper.dm
Alberyk e69f54789e Adds wielded sprites for some guns (#3032)
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
2017-07-15 16:21:24 +03:00

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/obj/item/weapon/gun/projectile/heavysniper
name = "anti-materiel rifle"
desc = "A portable anti-armour rifle fitted with a scope, the PTR-7 is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
icon_state = "heavysniper"
item_state = "heavysniper"
w_class = 4
force = 10
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
caliber = "14.5mm"
recoil = 4 //extra kickback
handle_casings = HOLD_CASINGS
load_method = SINGLE_CASING
max_shells = 1
ammo_type = /obj/item/ammo_casing/a145
//+2 accuracy over the LWAP because only one shot
accuracy = -3
scoped_accuracy = 2
var/bolt_open = 0
fire_sound = 'sound/weapons/Gunshot_DMR.ogg'
recoil_wielded = 2
accuracy_wielded = -1
//action button for wielding
action_button_name = "Wield rifle"
/obj/item/weapon/gun/projectile/heavysniper/can_wield()
return 1
/obj/item/weapon/gun/projectile/heavysniper/ui_action_click()
if(src in usr)
toggle_wield(usr)
/obj/item/weapon/gun/projectile/heavysniper/verb/wield_rifle()
set name = "Wield rifle"
set category = "Object"
set src in usr
toggle_wield(usr)
usr.update_icon()
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
if(bolt_open)
icon_state = "heavysniper-open"
else
icon_state = "heavysniper"
if(wielded)
item_state = "heavysniper-wielded"
else
item_state = "heavysniper"
update_held_icon()
/obj/item/weapon/gun/projectile/heavysniper/attack_self(mob/user as mob)
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
bolt_open = !bolt_open
if(bolt_open)
if(chambered)
user << "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>"
chambered.loc = get_turf(src)
loaded -= chambered
chambered = null
else
user << "<span class='notice'>You work the bolt open.</span>"
else
user << "<span class='notice'>You work the bolt closed.</span>"
bolt_open = 0
add_fingerprint(user)
update_icon()
/obj/item/weapon/gun/projectile/heavysniper/special_check(mob/user)
if(bolt_open)
user << "<span class='warning'>You can't fire [src] while the bolt is open!</span>"
return 0
if(!wielded)
user << "<span class='warning'>You can't fire without stabilizing the rifle!</span>"
return 0
return ..()
/obj/item/weapon/gun/projectile/heavysniper/load_ammo(var/obj/item/A, mob/user)
if(!bolt_open)
return
..()
/obj/item/weapon/gun/projectile/heavysniper/unload_ammo(mob/user, var/allow_dump=1)
if(!bolt_open)
return
..()
/obj/item/weapon/gun/projectile/heavysniper/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/heavysniper/tranq
name = "tranquilizer rifle"
desc = "A nonlethal modification to the PTR-7 anti-materiel rifle meant for sedation and capture of the most dangerous of game. Fires .50 cal PPS shells that deploy a torpor inducing drug payload."
icon_state = "tranqsniper"
item_state = "heavysniper"
w_class = 4
force = 10
slot_flags = SLOT_BACK
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2)
caliber = "PPS"
recoil = 1
silenced = 1
fire_sound = 'sound/weapons/Gunshot_light.ogg'
handle_casings = HOLD_CASINGS
load_method = SINGLE_CASING
magazine_type = null
allowed_magazines = list(/obj/item/ammo_magazine/tranq)
max_shells = 4
ammo_type = null
accuracy = -3
scoped_accuracy = 3
bolt_open = 0
muzzle_flash = 1
recoil_wielded = 1
accuracy_wielded = 2
/obj/item/weapon/gun/projectile/heavysniper/tranq/update_icon()
if(bolt_open)
icon_state = "tranqsniper-open"
else
icon_state = "tranqsniper"
if(wielded)
item_state = "heavysniper-wielded"
else
item_state = "heavysniper"
update_held_icon()