Files
Aurora.3/code/modules/projectiles/guns/projectile/boltaction.dm
Alberyk 080bf5c1cb Returning the old laser rifles, energy pistols, carbines and much more (#860)
In this update:

Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
2016-09-07 10:11:48 +02:00

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/obj/item/weapon/gun/projectile/boltaction
name = "\improper bolt action rifle"
desc = "A cheap ballistic rifle often found in the hands of crooks and frontiersmen. Uses 7.62mm rounds."
icon_state = "moistnugget"
item_state = "moistnugget"
origin_tech = "combat=2;materials=2"
fire_sound = 'sound/weapons/rifleshot.ogg'
slot_flags = SLOT_BACK
load_method = SINGLE_CASING|SPEEDLOADER
handle_casings = HOLD_CASINGS
caliber = "a762"
ammo_type = /obj/item/ammo_casing/a762
max_shells = 5
w_class = 4.0
force = 10
var/recentpump = 0
icon_action_button = "action_blank"
action_button_name = "Wield rifle"
/obj/item/weapon/gun/projectile/boltaction/can_wield()
return 1
/obj/item/weapon/gun/projectile/boltaction/ui_action_click()
if(src in usr)
toggle_wield(usr)
/obj/item/weapon/gun/projectile/boltaction/verb/wield_shotgun()
set name = "Wield rifle"
set category = "Object"
set src in usr
toggle_wield(usr)
/obj/item/weapon/gun/projectile/boltaction/consume_next_projectile()
if(chambered)
return chambered.BB
return null
/obj/item/weapon/gun/projectile/boltaction/attack_self(mob/living/user as mob)
if(world.time >= recentpump + 10)
pump(user)
recentpump = world.time
/obj/item/weapon/gun/projectile/boltaction/proc/pump(mob/M as mob)
if(!wielded)
M << "<span class='warning'>You cannot work the rifle's bolt without gripping it with both hands!</span>"
return
playsound(M, 'sound/weapons/riflebolt.ogg', 60, 1)
if(chambered)//We have a shell in the chamber
chambered.loc = 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/weapon/gun/projectile/boltaction/attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter) && w_class != 3)
user << "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>"
if(loaded.len)
afterattack(user, user)
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
return
if(do_after(user, 30))
icon_state = "obrez"
w_class = 3
recoil = 2
accuracy = -2
item_state = "gun"
slot_flags &= ~SLOT_BACK
slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
name = "\improper obrez"
desc = "A shortened bolt action rifle, not really acurate. Uses 7.62mm rounds."
user << "<span class='warning'>You shorten the barrel and stock of the rifle!</span>"
else
..()
/obj/item/weapon/gun/projectile/boltaction/obrez
name = "obrez"
desc = "A shortened bolt action rifle, not really accurate. Uses 7.62mm rounds."
icon_state = "obrez"
item_state = "gun"
w_class = 3
recoil = 2
accuracy = -2
slot_flags = SLOT_BELT|SLOT_HOLSTER