mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2025-12-28 19:11:22 +00:00
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
135 lines
4.2 KiB
Plaintext
135 lines
4.2 KiB
Plaintext
/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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item_state = "shotgun"
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max_shells = 4
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=4;materials=2"
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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var/recentpump = 0 // to prevent spammage
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var/pumped = 0
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var/obj/item/ammo_casing/current_shell = null
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load_into_chamber()
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if(in_chamber)
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return 1
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return 0
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attack_self(mob/living/user as mob)
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if(recentpump) return
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pump()
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recentpump = 1
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spawn(10)
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recentpump = 0
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return
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proc/pump(mob/M as mob)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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pumped = 0
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if(current_shell)//We have a shell in the chamber
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current_shell.loc = get_turf(src)//Eject casing
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current_shell = null
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if(in_chamber)
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in_chamber = null
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if(!loaded.len) return 0
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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current_shell = AC
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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update_icon() //I.E. fix the desc
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return 1
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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icon_state = "cshotgun"
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max_shells = 8
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origin_tech = "combat=5;materials=2"
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ammo_type = "/obj/item/ammo_casing/shotgun"
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//this is largely hacky and bad :( -Pete
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel
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name = "double-barreled shotgun"
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desc = "A true classic."
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icon_state = "dshotgun"
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item_state = "shotgun"
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max_shells = 2
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=3;materials=1"
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ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new ammo_type(src)
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update_icon()
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return
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load_into_chamber()
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// if(in_chamber)
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// return 1 {R}
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if(!loaded.len)
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return 0
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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AC.desc += " This one is spent."
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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AC.BB.loc = src //Set projectile loc to gun.
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return 1
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return 0
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attack_self(mob/living/user as mob)
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if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
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user << "<span class='notice'>\The [src] is empty.</span>"
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return
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for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
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if(shell in loaded)
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loaded -= shell
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shell.loc = get_turf(src.loc)
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user << "<span class='notice'>You break \the [src].</span>"
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update_icon()
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attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/ammo_casing) && !load_method)
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var/obj/item/ammo_casing/AC = A
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if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
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user.drop_item()
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AC.loc = src
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loaded += AC
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user << "<span class='notice'>You load a shell into \the [src]!</span>"
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A.update_icon()
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update_icon()
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if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
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if(loaded.len)
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afterattack(user, user) //will this work?
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afterattack(user, user) //it will. we call it twice, for twice the FUN
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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return
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if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
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icon_state = "sawnshotgun"
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w_class = 3.0
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item_state = "gun"
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slot_flags &= ~SLOT_BACK //you can't sling it on your back
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>" |