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231 lines
7.6 KiB
Plaintext
231 lines
7.6 KiB
Plaintext
//ghetto shotgun, mostly based on the tg-version. Also this file can be used for more improvised guns in the future - Alberyk
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/obj/item/gun/projectile/shotgun/improvised //similar to the double barrel, but without the option to fire both barrels
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name = "improvised shotgun"
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desc = "An improvised pipe assembly that can fire shotgun shells."
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icon = 'icons/obj/guns/ishotgun.dmi'
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icon_state = "ishotgun"
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item_state = "ishotgun"
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 5
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recoil = 2
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accuracy = -1
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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handle_casings = CYCLE_CASINGS
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load_method = SINGLE_CASING
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needspin = FALSE
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fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg'
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var/fail_chance = 35
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/obj/item/gun/projectile/shotgun/improvised/special_check(var/mob/living/carbon/human/M)
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if(prob(fail_chance))
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M.visible_message("<span class='danger'>[M]'s weapon blows up, shattering into pieces!</span>","<span class='danger'>[src] blows up in your face!</span>", "You hear a loud bang!")
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M.take_organ_damage(0,30)
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M.drop_item()
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new /obj/item/material/shard/shrapnel(get_turf(src))
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qdel(src)
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return 0
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return ..()
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/obj/item/gun/projectile/shotgun/improvised/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/surgery/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/gun/energy/plasmacutter) && w_class != 3)
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to_chat(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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for(var/i in 1 to max_shells)
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Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN
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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))
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icon_state = "ishotgunsawn"
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item_state = "ishotgunsawn"
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w_class = ITEMSIZE_NORMAL
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force = 5
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slot_flags &= ~SLOT_BACK
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER)
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name = "sawn-off improvised shotgun"
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to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
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else
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..()
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/obj/item/gun/projectile/shotgun/improvised/examine(mob/user)
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..(user)
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switch(fail_chance)
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if(1) to_chat(user, "All craftsmanship is of the highest quality.")
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if(2 to 25) to_chat(user, "All craftsmanship is of high quality.")
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if(26 to 50) to_chat(user, "All craftsmanship is of average quality.")
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if(51 to 75) to_chat(user, "All craftsmanship is of low quality.")
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if(100) to_chat(user, "All craftsmanship is of the lowest quality.")
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/obj/item/gun/projectile/shotgun/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "An improvised pipe assembly that can fire shotgun shells."
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icon_state = "ishotgunsawn"
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item_state = "ishotgunsawn"
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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w_class = ITEMSIZE_NORMAL
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force = 5
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// shotgun construction
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/obj/item/stock
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name = "rifle stock"
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desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
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icon = 'icons/obj/improvised.dmi'
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icon_state = "riflestock"
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var/buildstate = 0
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/obj/item/receivergun
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name = "receiver"
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desc = "A receiver and trigger assembly for a firearm."
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icon = 'icons/obj/improvised.dmi'
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icon_state = "receiver"
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var/buildstate = 0
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/obj/item/receivergun/update_icon()
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icon_state = "ishotgun[buildstate]"
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/obj/item/receivergun/examine(mob/user)
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..(user)
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switch(buildstate)
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if(1) to_chat(user, "It has a pipe segment installed.")
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if(2) to_chat(user, "It has a stock installed.")
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if(3) to_chat(user, "Its pieces are held together by tape roll.")
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/obj/item/receivergun/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/pipe))
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if(buildstate == 0)
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qdel(W)
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to_chat(user, "<span class='notice'>You place the pipe and the receiver together.</span>")
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/stock))
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if(buildstate == 1)
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qdel(W)
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to_chat(user, "<span class='notice'>You add the stock to the assembly.</span>")
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/tape_roll))
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if(buildstate == 2)
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qdel(W)
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to_chat(user, "<span class='notice'>You strap the pieces together with tape.</span>")
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buildstate++
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update_icon()
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return
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else if(W.iscoil())
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var/obj/item/stack/cable_coil/C = W
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if(buildstate == 3)
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if(C.use(10))
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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var/obj/item/gun/projectile/shotgun/improvised/G = new(get_turf(src))
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G.fail_chance = rand(1,100)
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qdel(src)
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else
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to_chat(user, "<span class='notice'>You need at least ten lengths of cable if you want to make a sling!.</span>")
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return
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..()
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//ghetto handgun, sprites by datberry
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/obj/item/gun/projectile/improvised_handgun
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name = "improvised handgun"
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desc = "A common sight in an amateur's workshop, a simple yet effective assembly made to chamber and fire .45 Rounds."
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max_shells = 7
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recoil = 2
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accuracy = -1
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fire_delay = 9
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icon = 'icons/obj/guns/ipistol.dmi'
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icon_state = "ipistol"
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item_state = "ipistol"
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caliber = ".45"
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allowed_magazines = list(/obj/item/ammo_magazine/c45m)
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/gunshot/gunshot_light.ogg'
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load_method = MAGAZINE
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jam_chance = 20
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needspin = FALSE
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/obj/item/gun/projectile/improvised_handgun/examine(mob/user)
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..(user)
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switch(jam_chance)
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if(1) to_chat(user, "All craftsmanship is of the highest quality.")
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if(2 to 25) to_chat(user, "All craftsmanship is of high quality.")
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if(26 to 50) to_chat(user, "All craftsmanship is of average quality.")
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if(51 to 75) to_chat(user, "All craftsmanship is of low quality.")
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if(100) to_chat(user, "All craftsmanship is of the lowest quality.")
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/obj/item/stock/update_icon()
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icon_state = "ipistol[buildstate]"
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/obj/item/stock/examine(mob/user)
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..(user)
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switch(buildstate)
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if(1) to_chat(user, "It is carved in the shape of a pistol handle.")
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if(2) to_chat(user, "It has a receiver installed.")
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if(3) to_chat(user, "It has a pipe installed.")
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/obj/item/stock/attackby(obj/item/W as obj, mob/user as mob)
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if(istype(W,/obj/item/material/hatchet))
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if(buildstate == 0)
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to_chat(user, "<span class='notice'>You carve the rifle stock.</span>")
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/receivergun))
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if(buildstate == 1)
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qdel(W)
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to_chat(user, "<span class='notice'>You add the receiver to the assembly.</span>")
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buildstate++
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update_icon()
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return
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else if(istype(W,/obj/item/pipe))
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if(buildstate == 2)
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qdel(W)
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to_chat(user, "<span class='notice'>You strap the pipe to the assembly.</span>")
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buildstate++
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update_icon()
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return
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else if(W.iswelder())
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if(buildstate == 3)
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var/obj/item/weldingtool/T = W
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if(T.remove_fuel(0,user))
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if(!src || !T.isOn()) return
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playsound(src.loc, 'sound/items/welder_pry.ogg', 100, 1)
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to_chat(user, "<span class='notice'>You shorten the barrel with the welding tool.</span>")
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var/obj/item/gun/projectile/improvised_handgun/G = new(get_turf(src))
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G.jam_chance = rand(1,100)
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qdel(src)
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..()
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/obj/item/gun/projectile/automatic/improvised
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name = "improvised machine pistol"
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desc = "An improvised automatic handgun. Uses .45 rounds."
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icon = 'icons/obj/guns/ismg.dmi'
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icon_state = "ismg"
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item_state = "ismg"
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/c45uzi
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allowed_magazines = list(/obj/item/ammo_magazine/c45uzi)
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max_shells = 16
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caliber = ".45"
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sel_mode = 1
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accuracy = -1
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fire_delay = 5
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burst = 3
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burst_delay = 3
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move_delay = 3
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fire_delay = 2
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dispersion = list(5, 10, 15, 20)
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jam_chance = 20
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needspin = FALSE
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firemodes = list()
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