mirror of
https://github.com/Aurorastation/Aurora.3.git
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* Frontier Cowboys now receive a level action rifle * Icon and sounds for the Lever Action * CL * Attribution * Added updated sprites by suethecake * Ensure internal consistency
400 lines
13 KiB
Plaintext
400 lines
13 KiB
Plaintext
/obj/item/gun/projectile/shotgun/pump/rifle
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name = "bolt action rifle"
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desc = "A cheap ballistic rifle, often found in the hands of Tajaran conscripts."
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icon = 'icons/obj/guns/moistnugget.dmi'
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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/gunshot/gunshot_rifle.ogg'
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caliber = "a762"
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ammo_type = /obj/item/ammo_casing/a762
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magazine_type = /obj/item/ammo_magazine/boltaction
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max_shells = 5
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rack_sound = 'sound/weapons/riflebolt.ogg'
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rack_verb = "pull back the bolt on"
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cycle_anim = FALSE
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can_bayonet = TRUE
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knife_x_offset = 23
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knife_y_offset = 13
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can_sawoff = TRUE
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sawnoff_workmsg = "shorten the barrel and stock"
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/obj/item/gun/projectile/shotgun/pump/rifle/blank
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desc = "A replica of a traditional Adhomian bolt action rifle. It has the seal of the Grand Romanovich Casino on its stock."
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ammo_type = /obj/item/ammo_casing/a762/blank
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/obj/item/gun/projectile/shotgun/pump/rifle/scope
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name = "sniper bolt action rifle"
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desc = "A cheap ballistic rifle, often found in the hands of Tajaran conscripts. This one has a telescopic sight attached to it."
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icon = 'icons/obj/guns/bolt_scope.dmi'
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/obj/item/gun/projectile/shotgun/pump/rifle/scope/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set src in usr
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if(wielded)
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toggle_scope(2.0, usr)
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else
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to_chat(usr, SPAN_WARNING ("You can't look through the scope without stabilizing the rifle!"))
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/obj/item/gun/projectile/shotgun/pump/rifle/saw_off(mob/user, obj/item/tool)
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icon = 'icons/obj/guns/obrez.dmi'
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icon_state = "obrez"
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item_state = "obrez"
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w_class = ITEMSIZE_NORMAL
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recoil = 2
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accuracy = -2
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slot_flags &= ~SLOT_BACK
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
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can_bayonet = FALSE
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if(bayonet)
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qdel(bayonet)
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bayonet = null
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update_icon()
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name = "sawn-off bolt action rifle"
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desc = "A shortened bolt action rifle, not really acurate."
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to_chat(user, "<span class='warning'>You shorten the barrel and stock of the rifle!</span>")
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/obj/item/gun/projectile/shotgun/pump/rifle/obrez
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name = "sawn-off bolt action rifle"
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desc = "A shortened bolt action rifle, not really accurate."
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icon = 'icons/obj/guns/obrez.dmi'
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icon_state = "obrez"
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item_state = "obrez"
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w_class = ITEMSIZE_NORMAL
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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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can_bayonet = FALSE
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun
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name = "pipegun"
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desc = "An excellent weapon for flushing out tunnel rats and enemy assistants, but its rifling leaves much to be desired."
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icon = 'icons/obj/guns/pipegun.dmi'
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icon_state = "pipegun"
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item_state = "pipegun"
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caliber = "a556"
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ammo_type = null
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magazine_type = null
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allowed_magazines = list(/obj/item/ammo_magazine/a556/makeshift)
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load_method = MAGAZINE
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max_shells = 7
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can_sawoff = FALSE
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needspin = FALSE
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has_safety = FALSE
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slot_flags = SLOT_BACK|SLOT_S_STORE // can be stored in suit slot due to built in sling
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jam_chance = -10
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun/handle_pump_loading()
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if(ammo_magazine && length(ammo_magazine.stored_ammo))
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var/obj/item/ammo_casing/AC = ammo_magazine.stored_ammo[1] //load next casing.
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if(AC)
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AC.forceMove(src)
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ammo_magazine.stored_ammo -= AC
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chambered = AC
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun/examine(mob/user)
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. = ..()
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switch(jam_chance)
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if(10 to 20)
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to_chat(user, SPAN_NOTICE("\The [src] is starting to accumulate fouling. Might want to grab a rag."))
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if(20 to 40)
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to_chat(user, SPAN_WARNING("\The [src] looks reasonably fouled up. Maybe you should clean it with a rag."))
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if(40 to 80)
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to_chat(user, SPAN_WARNING("\The [src] is starting to look quite gunked up. You should clean it with a rag."))
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if(80 to INFINITY)
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to_chat(user, SPAN_DANGER("\The [src] is completely fouled. You're going to be extremely lucky to get a shot off. Clean it with a rag."))
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun/attackby(obj/item/A, mob/user)
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if(istype(A, /obj/item/reagent_containers/glass/rag))
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if(!jam_chance || jam_chance == initial(jam_chance))
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to_chat(user, SPAN_WARNING("There's no fouling present on \the [src]."))
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return
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user.visible_message("<b>[user]</b> starts cleaning \the [src] with \the [A].", SPAN_NOTICE("You start cleaning \the [src] with \the [A]."))
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if(do_after(user, jam_chance * 5))
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to_chat(user, SPAN_WARNING("You completely clean \the [src]."))
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jam_chance = initial(jam_chance)
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return
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return ..()
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/obj/item/gun/projectile/shotgun/pump/rifle/pipegun/handle_post_fire(mob/user)
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. = ..()
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jam_chance = min(jam_chance + 5, 100)
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/obj/item/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."
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icon = 'icons/obj/guns/pockrifle.dmi'
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icon_state = "pockrifle"
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item_state = "pockrifle"
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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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magazine_type = /obj/item/ammo_magazine/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/gunshot/gunshot3.ogg'
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var/retracted_bolt = 0
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var/icon_retracted = "pockrifle-empty"
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/obj/item/gun/projectile/contender/special_check(mob/user)
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if(retracted_bolt)
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to_chat(user, "<span class='warning'>You can't fire \the [src] while the bolt is open!</span>")
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return 0
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return ..()
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/obj/item/gun/projectile/contender/unique_action(mob/user as mob)
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if(chambered)
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chambered.forceMove(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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item_state = icon_retracted
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retracted_bolt = 1
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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return 1
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else if(retracted_bolt && loaded.len)
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to_chat(user, "<span class='notice'>You cycle the loaded round into the chamber, allowing you to fire.</span>")
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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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item_state = initial(item_state)
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user.update_inv_l_hand()
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user.update_inv_r_hand()
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retracted_bolt = 0
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/obj/item/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>")
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return
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..()
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/obj/item/gun/projectile/contender/unload_ammo(mob/user, var/allow_dump=1)
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if(!retracted_bolt)
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to_chat(user, "<span class='notice'>You can't unload \the [src] without cycling the bolt.</span>")
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return
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..()
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage
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name = "vintage bolt action rifle"
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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."
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icon = 'icons/obj/guns/springfield.dmi'
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icon_state = "springfield"
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item_state = "springfield"
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origin_tech = list(TECH_COMBAT = 1, TECH_MATERIAL = 3)
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fire_sound = 'sound/weapons/gunshot/gunshot_rifle.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 = "30-06 govt"
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ammo_type = /obj/item/ammo_casing/vintage
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magazine_type = /obj/item/ammo_magazine/boltaction/vintage
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can_bayonet = TRUE
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var/open_bolt = 0
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var/obj/item/ammo_magazine/boltaction/vintage/has_clip
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage/unique_action(mob/living/user as mob)
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if(wielded)
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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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return
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else
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if(open_bolt && has_clip)
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if(has_clip.stored_ammo.len > 0)
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load_ammo(has_clip, user)
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src.cut_overlays()
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if(!has_clip.stored_ammo.len)
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add_overlay("springfield-clip-empty")
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else if(has_clip.stored_ammo.len <= 3)
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add_overlay("springfield-clip-half")
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else
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add_overlay("springfield-clip-full")
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else
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to_chat(user, "<span class='warning'>There is no ammo in \the [has_clip.name]!</span>")
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else if(!open_bolt)
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to_chat(user, "<span class='warning'>The bolt on \the [src.name] is closed!</span>")
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else
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to_chat(user, "<span class='warning'>There is no clip in \the [src.name]!</span>")
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage/pump(mob/M as mob)
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if(!wielded)
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to_chat(M, "<span class='warning'>You cannot work \the [src]'s bolt without gripping it with both hands!</span>")
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return
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if(!open_bolt)
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open_bolt = 1
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icon_state = "springfield-openbolt"
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playsound(M, rack_sound, 60, 1)
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update_icon()
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return
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open_bolt = 0
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icon_state = "springfield"
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playsound(M, rack_sound, 60, 1)
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if(has_clip)
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has_clip.forceMove(get_turf(src))
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has_clip = null
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cut_overlays()
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if(chambered)//We have a shell in the chamber
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chambered.forceMove(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/gun/projectile/shotgun/pump/rifle/vintage/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/ammo_magazine/boltaction/vintage))
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if(!open_bolt)
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to_chat(user, "<span class='notice'>You need to open the bolt of \the [src] first.</span>")
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return
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if(!has_clip)
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user.drop_from_inventory(A,src)
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has_clip = A
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to_chat(user, "<span class='notice'>You load the clip into \the [src].</span>")
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if(!has_clip.stored_ammo.len)
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add_overlay("springfield-clip-empty")
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else if(has_clip.stored_ammo.len <= 3)
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add_overlay("springfield-clip-half")
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else
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add_overlay("springfield-clip-full")
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else
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to_chat(user, "<span class='notice'>There's already a clip in \the [src].</span>")
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else
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..()
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage/load_ammo(var/obj/item/A, mob/user)
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if(!open_bolt)
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to_chat(user, "<span class='warning'>The bolt is closed on \the [src]!</span>")
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return
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..()
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/obj/item/gun/projectile/shotgun/pump/rifle/vintage/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0)
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if(open_bolt)
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to_chat(user, "<span class='warning'>The bolt is open on \the [src]!</span>")
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return
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..()
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/obj/item/gun/projectile/gauss
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name = "gauss thumper"
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desc = "An outdated gauss weapon which sees sparing use in modern times."
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w_class = ITEMSIZE_NORMAL
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slot_flags = 0
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magazine_type = /obj/item/ammo_magazine/gauss
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allowed_magazines = list(/obj/item/ammo_magazine/gauss)
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icon = 'icons/obj/guns/gauss_thumper.dmi'
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icon_state = "gauss_thumper"
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item_state = "gauss_thumper"
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caliber = "gauss"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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fire_sound = /singleton/sound_category/gauss_fire_sound
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load_method = MAGAZINE
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handle_casings = DELETE_CASINGS
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force = 10
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slot_flags = SLOT_BACK
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can_bayonet = TRUE
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knife_x_offset = 23
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knife_y_offset = 13
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fire_delay = ROF_UNWIELDY
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accuracy = -1
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fire_delay_wielded = ROF_HEAVY
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accuracy_wielded = 2
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is_wieldable = TRUE
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/obj/item/gun/projectile/gauss/update_icon()
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..()
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icon_state = (ammo_magazine)? "gauss_thumper" : "gauss_thumper-e"
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/obj/item/gun/energy/gauss/mounted/mech
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name = "heavy gauss cannon"
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desc = "An outdated and power hungry gauss cannon, modified to deliver high explosive rounds at high velocities."
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icon = 'icons/obj/guns/gauss_thumper.dmi'
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icon_state = "gauss_thumper"
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fire_sound = /singleton/sound_category/gauss_fire_sound
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fire_delay = ROF_UNWIELDY
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charge_meter = 0
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max_shots = 3
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charge_cost = 500
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projectile_type = /obj/item/projectile/bullet/gauss/highex
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self_recharge = 1
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use_external_power = 1
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recharge_time = 12
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needspin = FALSE
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/obj/item/gun/projectile/gauss/carbine
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name = "gauss carbine"
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desc = "A simple gun utilizing the gauss technology. It is still reliable and cheap despite being outdated."
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icon = 'icons/obj/guns/gauss_carbine.dmi'
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icon_state = "gauss_carbine"
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item_state = "gauss_carbine"
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w_class = ITEMSIZE_LARGE
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slot_flags = SLOT_BACK
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ammo_type = /obj/item/ammo_casing/gauss/carbine
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load_method = SINGLE_CASING
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handle_casings = HOLD_CASINGS
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max_shells = 1
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fire_delay_wielded = ROF_INTERMEDIATE
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accuracy_wielded = 1
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/obj/item/gun/projectile/gauss/carbine/update_icon()
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..()
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if(loaded.len)
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icon_state = "gauss_carbine"
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else
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icon_state = "gauss_carbine-e"
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/obj/item/gun/projectile/gauss/carbine/special_check(mob/user)
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if(!wielded)
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to_chat(user, SPAN_WARNING("You can't fire without stabilizing \the [src]!"))
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return 0
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return ..()
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/obj/item/gun/projectile/shotgun/pump/lever_action
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name = "lever action rifle"
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desc = "A lever action rifle with a side-loading port, these are still popular with frontiersmen for hunting and self-defense purposes."
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icon = 'icons/obj/guns/leveraction.dmi'
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icon_state = "leveraction"
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item_state = "leveraction"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/gunshot/gunshot_rifle.ogg'
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caliber = "45-70 govt"
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ammo_type = /obj/item/ammo_casing/govt
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max_shells = 4
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load_method = SINGLE_CASING
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handle_casings = HOLD_CASINGS
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cycle_anim = TRUE
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rack_sound = 'sound/weapons/reloads/lever_action_cock1.ogg'
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rack_verb = "work the lever on"
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can_bayonet = FALSE
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can_sawoff = FALSE
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