Files
Aurora.3/code/game/objects/random/weapon.dm
Cody Brittain 8c2c1c08f1 Frontier Cowboys now receive a lever action rifle (#17156)
* 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
2023-08-30 22:36:52 +00:00

247 lines
7.9 KiB
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/obj/random/energy
name = "random energy weapon"
desc = "This is a random energy weapon."
icon = 'icons/obj/guns/ecarbine.dmi'
icon_state = "energykill100"
problist = list(
/obj/item/gun/energy/rifle/laser = 2,
/obj/item/gun/energy/gun = 2,
/obj/item/gun/energy/stunrevolver = 1
)
/obj/random/projectile
name = "random projectile weapon"
desc = "This is a random projectile weapon."
icon = 'icons/obj/guns/cshotgun.dmi'
icon_state = "cshotgun"
problist = list(
/obj/item/gun/projectile/shotgun/pump = 3,
/obj/item/gun/projectile/automatic/wt550 = 2,
/obj/item/gun/projectile/shotgun/pump/combat = 1
)
/obj/random/handgun
name = "random handgun"
desc = "This is a random handgun."
icon = 'icons/obj/guns/secgun.dmi'
icon_state = "secgun"
problist = list(
/obj/item/gun/projectile/sec = 3,
/obj/item/gun/projectile/sec/wood = 1
)
/obj/random/ammo
name = "random ammunition"
desc = "This is some random ammunition."
icon = 'icons/obj/ammo.dmi'
icon_state = "45-10"
problist = list(
/obj/item/storage/box/beanbags = 6,
/obj/item/storage/box/shotgunammo = 2,
/obj/item/storage/box/shotgunshells = 4,
/obj/item/storage/box/stunshells = 1,
/obj/item/ammo_magazine/c45m = 2,
/obj/item/ammo_magazine/c45m/rubber = 4,
/obj/item/ammo_magazine/c45m/flash = 4,
/obj/item/ammo_magazine/mc9mmt = 2,
/obj/item/ammo_magazine/mc9mmt/rubber = 6
)
/obj/random/melee
name = "random melee weapon"
desc = "This is a random melee weapon."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
spawnlist = list(
/obj/item/melee/telebaton,
/obj/item/melee/energy/sword,
/obj/item/melee/energy/sword/pirate,
/obj/item/melee/energy/glaive,
/obj/item/melee/chainsword,
/obj/item/melee/baton/stunrod,
/obj/item/material/harpoon,
/obj/random/sword,
/obj/item/melee/hammer,
/obj/item/melee/hammer/powered,
/obj/item/material/twohanded/fireaxe,
/obj/item/melee/classic_baton,
/obj/item/material/twohanded/pike,
/obj/item/material/twohanded/pike/halberd,
/obj/item/material/twohanded/pike/pitchfork,
/obj/item/melee/whip,
/obj/item/clothing/accessory/storage/bayonet
)
/obj/random/melee/highvalue
name = "random high value melee weapon"
desc = "This is a random high value melee weapon."
icon = 'icons/obj/weapons.dmi'
icon_state = "baton"
spawnlist = list(
/obj/item/melee/energy/sword,
/obj/item/melee/energy/glaive,
/obj/item/melee/chainsword,
/obj/item/melee/hammer,
/obj/item/melee/hammer/powered
)
/obj/random/energy_antag
name = "random energy weapon"
desc = "This is a random energy weapon."
icon = 'icons/obj/guns/retro.dmi'
icon_state = "retro100"
spawnlist = list(
/obj/item/gun/energy/retro,
/obj/item/gun/energy/xray,
/obj/item/gun/energy/gun,
/obj/item/gun/energy/pistol,
/obj/item/gun/energy/mindflayer,
/obj/item/gun/energy/toxgun,
/obj/item/gun/energy/vaurca/gatlinglaser,
/obj/item/gun/energy/vaurca/blaster,
/obj/item/gun/energy/crossbow/largecrossbow,
/obj/item/gun/energy/rifle,
/obj/item/gun/energy/rifle/laser,
/obj/item/gun/energy/rifle/laser/heavy,
/obj/item/gun/energy/rifle/laser/xray,
/obj/item/gun/energy/net,
/obj/item/gun/energy/laser/shotgun,
/obj/item/gun/energy/decloner,
/obj/item/gun/energy/freeze
)
/obj/random/sword
name = "random sword"
desc = "This is a random sword."
icon = 'icons/obj/weapons.dmi'
icon_state = "claymore"
spawnlist = list(
/obj/item/material/sword,
/obj/item/material/sword/katana,
/obj/item/material/sword/rapier,
/obj/item/material/sword/longsword,
/obj/item/material/sword/sabre,
/obj/item/material/sword/axe,
/obj/item/material/sword/khopesh,
/obj/item/material/sword/dao,
/obj/item/material/sword/gladius
)
/obj/random/civgun
name = "random civilian handgun"
desc = "This is a random civilian gun."
icon = 'icons/obj/guns/xenoblaster.dmi'
icon_state = "random"
has_postspawn = TRUE
spawnlist = list(
/obj/item/gun/projectile/leyon,
/obj/item/gun/energy/blaster,
/obj/item/gun/energy/pistol,
/obj/item/gun/projectile/revolver/detective,
/obj/item/gun/projectile/sec/lethal,
/obj/item/gun/projectile/colt,
/obj/item/gun/projectile/pistol,
/obj/item/gun/projectile/pistol/detective,
/obj/item/gun/projectile/pistol/adhomai,
/obj/item/gun/projectile/pistol/sol,
/obj/item/gun/energy/blaster/revolver,
/obj/item/gun/projectile/revolver/lemat,
/obj/item/gun/projectile/tanto,
/obj/item/gun/projectile/automatic/x9,
/obj/item/gun/energy/disruptorpistol,
/obj/item/gun/energy/retro,
)
/obj/random/civgun/post_spawn(var/obj/item/gun/projectile/spawned)
if(istype(spawned, /obj/item/gun/energy))
return
else if(istype(spawned, /obj/item/gun/projectile))
if(spawned.magazine_type)
var/obj/item/ammo_magazine/am = spawned.magazine_type
new am(spawned.loc)
new am(spawned.loc)
else if(istype(spawned, /obj/item/gun/projectile/shotgun) && spawned.caliber == "shotgun")
if(istype(spawned.loc, /obj/item/storage/box))
spawned.loc.icon_state = "largebox"
var/obj/item/storage/box/b = new /obj/item/storage/box(spawned.loc)
for(var/i = 0; i < 8; i++)
new spawned.ammo_type(b)
else if(spawned.ammo_type)
var/list/provided_ammo = list()
for(var/i = 0; i < (spawned.max_shells * 2); i++)
provided_ammo += new spawned.ammo_type(spawned.loc)
if(provided_ammo.len)
new /obj/item/ammo_pile(spawned.loc, provided_ammo)
/obj/random/civgun/rifle
name = "random civilian longarm"
desc = "This is a random civilian long gun."
icon = 'icons/obj/guns/xenoblaster.dmi'
icon_state = "random"
has_postspawn = TRUE
spawnlist = list(
/obj/item/gun/projectile/automatic/mini_uzi,
/obj/item/gun/projectile/automatic/c20r,
/obj/item/gun/projectile/automatic/wt550/lethal,
/obj/item/gun/projectile/automatic/rifle/carbine,
/obj/item/gun/projectile/automatic/rifle/carbine/civcarbine,
/obj/item/gun/projectile/automatic/tommygun,
/obj/item/gun/projectile/shotgun/pump/rifle,
/obj/item/gun/projectile/shotgun/pump/rifle/pipegun,
/obj/item/gun/projectile/shotgun/pump/rifle/obrez,
/obj/item/gun/projectile/contender,
/obj/item/gun/projectile/shotgun/pump/rifle/vintage,
/obj/item/gun/projectile/shotgun/pump/lever_action,
/obj/item/gun/projectile/gauss,
/obj/item/gun/projectile/gauss/carbine,
/obj/item/gun/projectile/shotgun/pump,
/obj/item/gun/projectile/shotgun/doublebarrel,
/obj/item/gun/projectile/shotgun/doublebarrel/sawn,
/obj/item/gun/projectile/shotgun/foldable,
/obj/item/gun/projectile/revolver,
/obj/item/gun/energy/blaster/carbine,
/obj/item/gun/energy/laser/shotgun,
/obj/item/gun/energy/rifle,
/obj/item/gun/energy/rifle/laser,
/obj/item/gun/energy/gun,
/obj/item/gun/custom_ka/frame04/illegal,
/obj/item/gun/projectile/automatic/lebman,
/obj/item/gun/projectile/pistol/super_heavy,
/obj/item/gun/projectile/deagle,
/obj/item/gun/custom_ka/frame01/illegal
)
/obj/random/vault_weapon
name = "random vault weapon"
desc = "This is a random vault weapon."
icon = 'icons/obj/guns/caplaser.dmi'
icon_state = "caplaser"
spawnlist = list(
/obj/item/gun/custom_ka/frameA/prebuilt = 1,
/obj/item/gun/custom_ka/frameB/prebuilt = 0.5,
/obj/item/gun/custom_ka/frameC/prebuilt = 0.25,
/obj/item/gun/custom_ka/frameD/prebuilt = 0.125,
/obj/item/gun/custom_ka/frameF/prebuilt01 = 0.03125,
/obj/item/gun/custom_ka/frameF/prebuilt02 = 0.03125,
/obj/item/gun/custom_ka/frameE/prebuilt = 0.03125,
/obj/item/gun/energy/captain/xenoarch = 0.5,
/obj/item/gun/energy/laser/xenoarch = 0.5,
/obj/item/gun/energy/laser/practice/xenoarch = 0.25,
/obj/item/gun/energy/xray/xenoarch = 0.25,
/obj/item/gun/energy/net = 1
)
/obj/random/vault_weapon/post_spawn(var/obj/item/gun/spawned)
spawned.name = "prototype [spawned.name]"
if(istype(spawned,/obj/item/gun/custom_ka/))
var/obj/item/gun/custom_ka/KA = spawned
KA.can_disassemble_barrel = FALSE
KA.can_disassemble_cell = FALSE
if(istype(spawned,/obj/item/gun/energy/))
var/obj/item/gun/energy/E = spawned
E.charge_cost *= 2
E.self_recharge = 0
E.reliability = 90