Files
Aurora.3/code/modules/projectiles/guns/projectile/sniper.dm
LordFowl 13ac6c9351 Plenty'o'fixes (#1478)
Nerfs blob rollercoaster of death by making it so that blobs cannot interact with the mobs inside of other blobs.
Replaces blob's gibbing mobs with husking humans, merely killing borgs, and gibbing everything else.
Makes flamethrowers modestly more effective versus blobs - a consistent source of minor AoE damage.
Makes blobs more aesthetically pleasing.
Distinguishes the main core from the aux cores slightly more.

Fixes #1426
Fixes #1427
Fixes #1432
Fixes #1461
Fixes #1464
Fixes #1471

Modifies BFG's to be more like actual BFG's.
Fixes Industrial IPCs being able to select Baseline IPC screens.
Fixes several baycode company names to fit ours in guns. Changes several of our guns to fit Baycode's naming paradigm.
2017-01-09 01:04:36 +02:00

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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
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/verb/wield_rifle()
set name = "Wield rifle"
set category = "Object"
set src in usr
toggle_wield(usr)
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
if(bolt_open)
icon_state = "heavysniper-open"
else
icon_state = "heavysniper"
/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"