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Aurora.3/code/modules/projectiles/guns/projectile/shotgun.dm
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00

135 lines
4.2 KiB
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/obj/item/weapon/gun/projectile/shotgun/pump
name = "shotgun"
desc = "Useful for sweeping alleys."
icon_state = "shotgun"
item_state = "shotgun"
max_shells = 4
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = "combat=4;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
var/recentpump = 0 // to prevent spammage
var/pumped = 0
var/obj/item/ammo_casing/current_shell = null
load_into_chamber()
if(in_chamber)
return 1
return 0
attack_self(mob/living/user as mob)
if(recentpump) return
pump()
recentpump = 1
spawn(10)
recentpump = 0
return
proc/pump(mob/M as mob)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
pumped = 0
if(current_shell)//We have a shell in the chamber
current_shell.loc = get_turf(src)//Eject casing
current_shell = null
if(in_chamber)
in_chamber = null
if(!loaded.len) return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
current_shell = AC
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
icon_state = "cshotgun"
max_shells = 8
origin_tech = "combat=5;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun"
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "shotgun"
max_shells = 2
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = "combat=3;materials=1"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new ammo_type(src)
update_icon()
return
load_into_chamber()
// if(in_chamber)
// return 1 {R}
if(!loaded.len)
return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
AC.desc += " This one is spent."
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
return 0
attack_self(mob/living/user as mob)
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
user << "<span class='notice'>\The [src] is empty.</span>"
return
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
if(shell in loaded)
loaded -= shell
shell.loc = get_turf(src.loc)
user << "<span class='notice'>You break \the [src].</span>"
update_icon()
attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/ammo_casing) && !load_method)
var/obj/item/ammo_casing/AC = A
if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
user.drop_item()
AC.loc = src
loaded += AC
user << "<span class='notice'>You load a shell into \the [src]!</span>"
A.update_icon()
update_icon()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
afterattack(user, user) //will this work?
afterattack(user, user) //it will. we call it twice, for twice the FUN
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
return
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
icon_state = "sawnshotgun"
w_class = 3.0
item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"