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Aurora.3/code/modules/projectiles/guns/projectile/shotgun.dm
2019-05-05 23:51:08 +02:00

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/obj/item/weapon/gun/projectile/shotgun
name = "strange shotgun"
desc = "A strange shotgun that doesn't seem to belong anywhere. You feel like you shouldn't be able to see this and should... submit an issue?"
var/can_sawoff = FALSE
var/sawnoff_workmsg
var/sawing_in_progress = FALSE
/obj/item/weapon/gun/projectile/shotgun
/obj/item/weapon/gun/projectile/shotgun/attackby(obj/item/A, mob/user)
if (!can_sawoff || sawing_in_progress)
return ..()
var/static/list/barrel_cutting_tools = typecacheof(list(
/obj/item/weapon/circular_saw,
/obj/item/weapon/melee/energy,
/obj/item/weapon/gun/energy/plasmacutter // does this even work?
))
if(is_type_in_typecache(A, barrel_cutting_tools) && w_class != 3)
to_chat(user, "<span class='notice'>You begin to [sawnoff_workmsg] of \the [src].</span>")
if(loaded.len)
for(var/i in 1 to max_shells)
Fire(user, user) //will this work? //it will. we call it twice, for twice the FUN
user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
return
sawing_in_progress = TRUE
if(do_after(user, 30, act_target = src)) //SHIT IS STEALTHY EYYYYY
sawing_in_progress = FALSE
saw_off(user, A)
else
..()
// called on a SUCCESSFUL saw-off.
/obj/item/weapon/gun/projectile/shotgun/proc/saw_off(mob/user, obj/item/tool)
to_chat(user, "<span class='notice'>You attempt to cut [src]'s barrel with [tool], but nothing happens.</span>")
log_debug("shotgun: attempt to saw-off shotgun with no saw-off behavior.")
/obj/item/weapon/gun/projectile/shotgun/pump
name = "pump shotgun"
desc = "An ubiquitous unbranded shotgun. Useful for sweeping alleys."
icon_state = "shotgun"
item_state = "shotgun"
max_shells = 4
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
load_method = SINGLE_CASING|SPEEDLOADER
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
handle_casings = HOLD_CASINGS
fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg'
var/recentpump = 0 // to prevent spammage
var/pump_fail_msg = "<span class='warning'>You cannot rack the shotgun without gripping it with both hands!</span>"
var/pump_snd = 'sound/weapons/shotgunpump.ogg'
var/has_wield_state = TRUE
action_button_name = "Wield shotgun"
/obj/item/weapon/gun/projectile/shotgun/pump/can_wield()
return 1
/obj/item/weapon/gun/projectile/shotgun/pump/ui_action_click()
if(src in usr)
toggle_wield(usr)
/obj/item/weapon/gun/projectile/shotgun/pump/verb/wield_shotgun()
set name = "Wield"
set category = "Object"
set src in usr
toggle_wield(usr)
/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
if(chambered)
return chambered.BB
return null
/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user)
if(world.time >= recentpump + 10)
pump(user)
recentpump = world.time
/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M)
if(!wielded)
to_chat(M, pump_fail_msg)
return
playsound(M, pump_snd, 60, 1)
if(chambered)//We have a shell in the chamber
chambered.forceMove(get_turf(src)) //Eject casing
chambered = null
if(loaded.len)
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
chambered = AC
update_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/update_icon()
..()
if(wielded && has_wield_state)
item_state = "[icon_state]-wielded"
else
item_state = "[icon_state]"
update_held_icon()
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders."
icon_state = "cshotgun"
item_state = "cshotgun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
ammo_type = /obj/item/ammo_casing/shotgun
fire_sound = 'sound/weapons/gunshot/gunshot_shotgun.ogg'
/obj/item/weapon/gun/projectile/shotgun/pump/combat/sol
name = "naval shotgun"
desc = "A Malella-type 12-gauge breaching shotgun commonly found in the hands of the Sol Alliance. Made by Necropolis Industries."
icon_state = "malella"
item_state = "malella"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 3, TECH_ILLEGAL = 2)
ammo_type = /obj/item/ammo_casing/shotgun/pellet
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "dshotgun"
//SPEEDLOADER because rapid unloading.
//In principle someone could make a speedloader for it, so it makes sense.
load_method = SINGLE_CASING|SPEEDLOADER
handle_casings = CYCLE_CASINGS
max_shells = 2
w_class = 4
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
fire_sound = 'sound/weapons/gunshot/gunshot_shotgun2.ogg'
burst_delay = 0
firemodes = list(
list(mode_name="fire one barrel at a time", burst=1),
list(mode_name="fire both barrels at once", burst=2)
)
can_sawoff = TRUE
sawnoff_workmsg = "shorten the barrel"
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet
ammo_type = /obj/item/ammo_casing/shotgun/pellet
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare
name = "signal shotgun"
desc = "A double-barreled shotgun meant to fire signal flash shells."
ammo_type = /obj/item/ammo_casing/shotgun/flash
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/unload_ammo(user, allow_dump)
..(user, allow_dump=1)
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/saw_off(mob/user, obj/item/tool)
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
w_class = 3
force = 5
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= (SLOT_BELT|SLOT_HOLSTER) //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not.
name = "sawn-off shotgun"
desc = "Omar's coming!"
to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn
name = "sawn-off shotgun"
desc = "Omar's coming!"
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
slot_flags = SLOT_BELT|SLOT_HOLSTER
ammo_type = /obj/item/ammo_casing/shotgun/pellet
w_class = 3
force = 5