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Aurora.3/code/modules/projectiles/guns/launcher/grenade_launcher.dm
2020-08-12 11:17:39 +02:00

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/obj/item/gun/launcher/grenade
name = "grenade launcher"
desc = "A bulky pump-action grenade launcher. Holds up to 6 grenades in a revolving magazine."
icon = 'icons/obj/guns/grenade_launcher.dmi'
icon_state = "grenadelauncher"
item_state = "grenadelauncher"
w_class = ITEMSIZE_LARGE
force = 10
fire_sound = 'sound/weapons/grenadelaunch.ogg'
fire_sound_text = "a metallic thunk"
recoil = 0
throw_distance = 7
release_force = 5
needspin = FALSE
var/blacklisted_grenades = list(
/obj/item/grenade/flashbang/clusterbang,
/obj/item/grenade/frag
)
var/obj/item/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 5 //holds this + one in the chamber
matter = list(DEFAULT_WALL_MATERIAL = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
/obj/item/gun/launcher/grenade/proc/pump(mob/M as mob)
playsound(M, 'sound/weapons/shotgun_pump.ogg', 60, 1)
var/obj/item/grenade/next
if(grenades.len)
next = grenades[1] //get this first, so that the chambered grenade can still be removed if the grenades list is empty
if(chambered)
grenades += chambered //rotate the revolving magazine
chambered = null
if(next)
grenades -= next //Remove grenade from loaded list.
chambered = next
to_chat(M, "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>")
else
to_chat(M, "<span class='warning'>You pump [src], but the magazine is empty.</span>")
update_icon()
/obj/item/gun/launcher/grenade/examine(mob/user)
. = ..()
if(Adjacent(user))
to_chat(user, SPAN_NOTICE("It has [get_ammo()] grenade\s remaining."))
if(chambered)
to_chat(user, SPAN_NOTICE("\A [chambered] is chambered."))
/obj/item/gun/launcher/grenade/proc/load(obj/item/grenade/G, mob/user)
if(!can_load_grenade_type(G, user))
return
if(grenades.len >= max_grenades)
to_chat(user, "<span class='warning'>[src] is full.</span>")
return
user.remove_from_mob(G)
G.forceMove(src)
grenades.Insert(1, G) //add to the head of the list, so that it is loaded on the next pump
user.visible_message("[user] inserts \a [G] into [src].", "<span class='notice'>You insert \a [G] into [src].</span>")
update_maptext()
/obj/item/gun/launcher/grenade/proc/unload(mob/user)
if(grenades.len)
var/obj/item/grenade/G = grenades[grenades.len]
grenades.len--
user.put_in_hands(G)
user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
else
to_chat(user, "<span class='warning'>[src] is empty.</span>")
update_maptext()
/obj/item/gun/launcher/grenade/proc/can_load_grenade_type(obj/item/grenade/G, mob/user)
if(is_type_in_list(G, blacklisted_grenades))
to_chat(user, "<span class='warning'>\The [G] doesn't seem to fit in \the [src]!</span>")
return FALSE
return TRUE
/obj/item/gun/launcher/grenade/attack_self(mob/user)
pump(user)
/obj/item/gun/launcher/grenade/attackby(obj/item/I, mob/user)
if((istype(I, /obj/item/grenade)))
load(I, user)
else
..()
/obj/item/gun/launcher/grenade/attack_hand(mob/user)
if(user.get_inactive_hand() == src)
unload(user)
else
..()
/obj/item/gun/launcher/grenade/consume_next_projectile()
if(chambered)
chambered.det_time = 10
chambered.activate(null)
return chambered
/obj/item/gun/launcher/grenade/handle_post_fire(mob/user)
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).",ckey=key_name(user))
chambered = null
update_maptext()
/obj/item/gun/launcher/grenade/get_ammo()
return grenades.len + (chambered? 1 : 0)
//Underslung grenade launcher to be used with the Z8
/obj/item/gun/launcher/grenade/underslung
name = "underslung grenade launcher"
desc = "Not much more than a tube and a firing mechanism, this grenade launcher is designed to be fitted to a rifle."
w_class = 3
force = 5
max_grenades = 0
/obj/item/gun/launcher/grenade/underslung/attack_self()
return
//load and unload directly into chambered
/obj/item/gun/launcher/grenade/underslung/load(obj/item/grenade/G, mob/user)
if(chambered)
to_chat(user, "<span class='warning'>[src] is already loaded.</span>")
return
user.remove_from_mob(G)
G.forceMove(src)
chambered = G
user.visible_message("[user] load \a [G] into [src].", "<span class='notice'>You load \a [G] into [src].</span>")
/obj/item/gun/launcher/grenade/underslung/unload(mob/user)
if(chambered)
user.put_in_hands(chambered)
user.visible_message("[user] removes \a [chambered] from [src].", "<span class='notice'>You remove \a [chambered] from [src].</span>")
chambered = null
else
to_chat(user, "<span class='warning'>[src] is empty.</span>")