mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-30 12:02:24 +00:00
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.
123 lines
3.4 KiB
Plaintext
123 lines
3.4 KiB
Plaintext
/obj/item/weapon/gun/projectile/heavysniper
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name = "anti-materiel rifle"
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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."
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icon_state = "heavysniper"
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item_state = "heavysniper"
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w_class = 4
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force = 10
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slot_flags = SLOT_BACK
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
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caliber = "14.5mm"
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recoil = 4 //extra kickback
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handle_casings = HOLD_CASINGS
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load_method = SINGLE_CASING
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max_shells = 1
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ammo_type = /obj/item/ammo_casing/a145
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//+2 accuracy over the LWAP because only one shot
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accuracy = -3
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scoped_accuracy = 2
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var/bolt_open = 0
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recoil_wielded = 2
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accuracy_wielded = -1
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//action button for wielding
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action_button_name = "Wield rifle"
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/obj/item/weapon/gun/projectile/heavysniper/can_wield()
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return 1
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/obj/item/weapon/gun/projectile/heavysniper/verb/wield_rifle()
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set name = "Wield rifle"
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set category = "Object"
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set src in usr
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toggle_wield(usr)
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/obj/item/weapon/gun/projectile/heavysniper/update_icon()
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if(bolt_open)
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icon_state = "heavysniper-open"
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else
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icon_state = "heavysniper"
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/obj/item/weapon/gun/projectile/heavysniper/attack_self(mob/user as mob)
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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bolt_open = !bolt_open
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if(bolt_open)
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if(chambered)
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user << "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>"
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chambered.loc = get_turf(src)
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loaded -= chambered
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chambered = null
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else
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user << "<span class='notice'>You work the bolt open.</span>"
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else
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user << "<span class='notice'>You work the bolt closed.</span>"
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bolt_open = 0
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add_fingerprint(user)
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update_icon()
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/obj/item/weapon/gun/projectile/heavysniper/special_check(mob/user)
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if(bolt_open)
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user << "<span class='warning'>You can't fire [src] while the bolt is open!</span>"
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return 0
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if(!wielded)
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user << "<span class='warning'>You can't fire without stabilizing the rifle!</span>"
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return 0
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return ..()
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/obj/item/weapon/gun/projectile/heavysniper/load_ammo(var/obj/item/A, mob/user)
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if(!bolt_open)
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return
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..()
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/obj/item/weapon/gun/projectile/heavysniper/unload_ammo(mob/user, var/allow_dump=1)
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if(!bolt_open)
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return
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..()
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/obj/item/weapon/gun/projectile/heavysniper/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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if(wielded)
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toggle_scope(2.0, usr)
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else
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usr << "<span class='warning'>You can't look through the scope without stabilizing the rifle!</span>"
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/obj/item/weapon/gun/projectile/heavysniper/tranq
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name = "tranquilizer rifle"
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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."
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icon_state = "tranqsniper"
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item_state = "heavysniper"
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w_class = 4
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force = 10
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slot_flags = SLOT_BACK
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 2)
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caliber = "PPS"
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recoil = 1
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silenced = 1
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fire_sound = 'sound/weapons/Gunshot_light.ogg'
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handle_casings = HOLD_CASINGS
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load_method = SINGLE_CASING
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magazine_type = null
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allowed_magazines = list(/obj/item/ammo_magazine/tranq)
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max_shells = 4
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ammo_type = null
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accuracy = -3
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scoped_accuracy = 3
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bolt_open = 0
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muzzle_flash = 1
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recoil_wielded = 1
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accuracy_wielded = 2
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/obj/item/weapon/gun/projectile/heavysniper/tranq/update_icon()
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if(bolt_open)
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icon_state = "tranqsniper-open"
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else
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icon_state = "tranqsniper"
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