diff --git a/code/datums/uplink_item.dm b/code/datums/uplink_item.dm index fe46f4e01b3..c63f2e428fb 100644 --- a/code/datums/uplink_item.dm +++ b/code/datums/uplink_item.dm @@ -108,7 +108,7 @@ var/list/uplink_items = list() /datum/uplink_item/dangerous/pistol name = "Stechkin Pistol" - desc = "A small, easily concealable handgun that uses 10mm magazines and is compatible with silencers." + desc = "A small, easily concealable handgun that uses 10mm magazines and is compatible with suppressors." item = /obj/item/weapon/gun/projectile/automatic/pistol cost = 5 @@ -213,8 +213,8 @@ var/list/uplink_items = list() /datum/uplink_item/ammo/smg name = "Ammo-12mm" - desc = "A 20-round 12mm magazine for use in the C-20r submachine gun." - item = /obj/item/ammo_box/magazine/m12mm + desc = "A 20-round .45 ACP magazine for use in the C-20r submachine gun." + item = /obj/item/ammo_box/magazine/c20m cost = 1 gamemodes = list(/datum/game_mode/nuclear) @@ -257,10 +257,10 @@ var/list/uplink_items = list() item = /obj/item/weapon/cartridge/syndicate cost = 3 -/datum/uplink_item/stealthy_weapons/silencer - name = "Stetchkin Silencer" - desc = "Fitted for use on the Stetchkin pistol, this silencer will make its shots quieter when equipped onto it." - item = /obj/item/weapon/silencer +/datum/uplink_item/stealthy_weapons/suppressor + name = "Stetchkin Suppressor" + desc = "Fitted for use on the Stetchkin pistol, this suppressor will make its shots quieter when equipped onto it." + item = /obj/item/weapon/suppressor cost = 2 // STEALTHY TOOLS diff --git a/code/game/gamemodes/wizard/rightandwrong.dm b/code/game/gamemodes/wizard/rightandwrong.dm index 64df74eb89a..1cc217b188f 100644 --- a/code/game/gamemodes/wizard/rightandwrong.dm +++ b/code/game/gamemodes/wizard/rightandwrong.dm @@ -1,7 +1,7 @@ /mob/proc/rightandwrong(var/summon_type) //0 = Summon Guns, 1 = Summon Magic - var/list/gunslist = list("taser","egun","laser","revolver","detective","smg","nuclear","deagle","gyrojet","pulse","silenced","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","crossbow","saw") + var/list/gunslist = list("taser","egun","laser","revolver","detective","smg","nuclear","deagle","gyrojet","pulse","suppressed","cannon","doublebarrel","shotgun","combatshotgun","mateba","smg","uzi","crossbow","saw") var/list/magiclist = list("fireball","smoke","blind","mindswap","forcewall","knock","horsemask","charge","wandnothing", "wanddeath", "wandresurrection", "wandpolymorph", "wandteleport", "wanddoor", "wandfireball", "staffchange", "staffhealing", "armor", "scrying", "staffdoor", "special") var/list/magicspeciallist = list("staffchange","staffanimation", "wandbelt", "contract", "staffchaos") @@ -49,9 +49,9 @@ new /obj/item/weapon/gun/projectile/automatic/gyropistol(get_turf(H)) if("pulse") new /obj/item/weapon/gun/energy/pulse_rifle(get_turf(H)) - if("silenced") + if("suppressed") new /obj/item/weapon/gun/projectile/automatic/pistol(get_turf(H)) - new /obj/item/weapon/silencer(get_turf(H)) + new /obj/item/weapon/suppressor(get_turf(H)) if("cannon") new /obj/item/weapon/gun/energy/lasercannon(get_turf(H)) if("doublebarrel") diff --git a/code/game/objects/items/weapons/storage/uplink_kits.dm b/code/game/objects/items/weapons/storage/uplink_kits.dm index 69b336f9a13..294cb063063 100644 --- a/code/game/objects/items/weapons/storage/uplink_kits.dm +++ b/code/game/objects/items/weapons/storage/uplink_kits.dm @@ -17,7 +17,7 @@ if("bond") new /obj/item/weapon/gun/projectile/automatic/pistol(src) - new /obj/item/weapon/silencer(src) + new /obj/item/weapon/suppressor(src) new /obj/item/ammo_box/magazine/m10mm(src) new /obj/item/ammo_box/magazine/m10mm(src) new /obj/item/clothing/under/chameleon(src) diff --git a/code/modules/awaymissions/mission_code/stationCollision.dm b/code/modules/awaymissions/mission_code/stationCollision.dm index eeea744eb1b..24c90d5df4b 100644 --- a/code/modules/awaymissions/mission_code/stationCollision.dm +++ b/code/modules/awaymissions/mission_code/stationCollision.dm @@ -67,11 +67,11 @@ obj/item/weapon/gun/energy/laser/retro/sc_retro // projectile_type = "/obj/item/projectile/practice" clumsy_check = 0 //No sense in having a harmless gun blow up in the clowns face -//Syndicate silenced pistol. This definition is not necessary, it's just habit. -/obj/item/weapon/gun/projectile/automatic/silenced/sc_silenced +//Syndicate suppressed pistol. This definition is not necessary, it's just habit. +/obj/item/weapon/gun/projectile/automatic/suppressed/sc_suppressed //Make it so that these guns only spawn with a couple bullets... if any -/obj/item/weapon/gun/projectile/automatic/silenced/sc_silenced/New() +/obj/item/weapon/gun/projectile/automatic/suppressed/sc_suppressed/New() for(var/ammo in magazine.stored_ammo) if(prob(95)) //95% chance magazine.stored_ammo -= ammo diff --git a/code/modules/mob/living/simple_animal/hostile/syndicate.dm b/code/modules/mob/living/simple_animal/hostile/syndicate.dm index c1674188617..20be126522d 100644 --- a/code/modules/mob/living/simple_animal/hostile/syndicate.dm +++ b/code/modules/mob/living/simple_animal/hostile/syndicate.dm @@ -108,7 +108,7 @@ minimum_distance = 5 icon_state = "syndicateranged" icon_living = "syndicateranged" - casingtype = /obj/item/ammo_casing/a12mm + casingtype = /obj/item/ammo_casing/c45 projectilesound = 'sound/weapons/Gunshot_smg.ogg' projectiletype = /obj/item/projectile/bullet/midbullet2 diff --git a/code/modules/projectiles/ammunition/boxes.dm b/code/modules/projectiles/ammunition/boxes.dm index f53a11f6c39..3e49890fdbb 100644 --- a/code/modules/projectiles/ammunition/boxes.dm +++ b/code/modules/projectiles/ammunition/boxes.dm @@ -13,8 +13,6 @@ max_ammo = 6 multiple_sprites = 1 - - /obj/item/ammo_box/a418 name = "ammo box (.418)" icon_state = "418" @@ -22,8 +20,6 @@ max_ammo = 7 multiple_sprites = 1 - - /obj/item/ammo_box/a666 name = "ammo box (.666)" icon_state = "666" @@ -33,29 +29,21 @@ /obj/item/ammo_box/c9mm name = "Ammunition Box (9mm)" - icon_state = "9mm" + icon_state = "9mmbox" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/c9mm max_ammo = 30 /obj/item/ammo_box/c10mm name = "Ammunition Box (10mm)" - icon_state = "9mm" + icon_state = "10mmbox" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/c10mm - max_ammo = 30 - + max_ammo = 20 /obj/item/ammo_box/c45 name = "Ammunition Box (.45)" - icon_state = "9mm" + icon_state = "45box" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/c45 - max_ammo = 30 - -/obj/item/ammo_box/a12mm - name = "Ammunition Box (12mm)" - icon_state = "9mm" - origin_tech = "combat=2" - ammo_type = /obj/item/ammo_casing/a12mm - max_ammo = 30 \ No newline at end of file + max_ammo = 20 diff --git a/code/modules/projectiles/ammunition/bullets.dm b/code/modules/projectiles/ammunition/bullets.dm index af0743fe06c..c39b9e35c45 100644 --- a/code/modules/projectiles/ammunition/bullets.dm +++ b/code/modules/projectiles/ammunition/bullets.dm @@ -44,12 +44,6 @@ projectile_type = /obj/item/projectile/bullet/midbullet -/obj/item/ammo_casing/a12mm - desc = "A 12mm bullet casing." - caliber = "12mm" - projectile_type = /obj/item/projectile/bullet/midbullet - - /obj/item/ammo_casing/shotgun name = "shotgun slug" desc = "A 12 gauge slug." diff --git a/code/modules/projectiles/ammunition/magazines.dm b/code/modules/projectiles/ammunition/magazines.dm index 1e44c1c7c73..323c7832f99 100644 --- a/code/modules/projectiles/ammunition/magazines.dm +++ b/code/modules/projectiles/ammunition/magazines.dm @@ -61,7 +61,7 @@ ///////////EXTERNAL MAGAZINES//////////////// /obj/item/ammo_box/magazine/m9mm - name = "magazine (9mm)" + name = "handgun magazine (9mm)" icon_state = "9x19p" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/c9mm @@ -81,7 +81,7 @@ icon_state = "[initial(icon_state)]-[round(ammo_count(),3)]" /obj/item/ammo_box/magazine/m10mm - name = "magazine (10mm)" + name = "handgun magazine (10mm)" icon_state = "9x19p" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/c10mm @@ -89,20 +89,20 @@ max_ammo = 8 multiple_sprites = 2 -/obj/item/ammo_box/magazine/m12mm - name = "magazine (12mm)" - icon_state = "12mm" +/obj/item/ammo_box/magazine/c20m + name = "C-20r magazine (.45)" + icon_state = "c20r45" origin_tech = "combat=2" - ammo_type = /obj/item/ammo_casing/a12mm - caliber = "12mm" + ammo_type = /obj/item/ammo_casing/c45 + caliber = ".45" max_ammo = 20 -/obj/item/ammo_box/magazine/m12mm/update_icon() +/obj/item/ammo_box/magazine/c20m/update_icon() ..() icon_state = "[initial(icon_state)]-[round(ammo_count(),2)]" /obj/item/ammo_box/magazine/sm45 - name = "magazine (.45)" + name = "handgun magazine (.45)" icon_state = "9x19p" ammo_type = /obj/item/ammo_casing/c45 caliber = ".45" @@ -131,7 +131,7 @@ obj/item/ammo_box/magazine/tommygunm45 max_ammo = 50 /obj/item/ammo_box/magazine/m50 - name = "magazine (.50ae)" + name = "handgun magazine (.50ae)" icon_state = "50ae" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/a50 @@ -148,7 +148,7 @@ obj/item/ammo_box/magazine/tommygunm45 max_ammo = 8 /obj/item/ammo_box/magazine/m762 - name = "magazine (7.62mm)" + name = "box magazine (7.62mm)" icon_state = "a762" origin_tech = "combat=2" ammo_type = /obj/item/ammo_casing/a762 diff --git a/code/modules/projectiles/firing.dm b/code/modules/projectiles/firing.dm index cbad4b8404f..652aaf954f6 100644 --- a/code/modules/projectiles/firing.dm +++ b/code/modules/projectiles/firing.dm @@ -20,7 +20,7 @@ BB.original = target BB.firer = user BB.def_zone = user.zone_sel.selecting - BB.silenced = quiet + BB.suppressed = quiet if(reagents && BB.reagents) reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets diff --git a/code/modules/projectiles/gun.dm b/code/modules/projectiles/gun.dm index ea2a9a8c73e..5f65f777dd8 100644 --- a/code/modules/projectiles/gun.dm +++ b/code/modules/projectiles/gun.dm @@ -16,7 +16,7 @@ attack_verb = list("struck", "hit", "bashed") var/fire_sound = "gunshot" - var/silenced = 0 + var/suppressed = 0 var/recoil = 0 var/clumsy_check = 1 var/obj/item/ammo_casing/chambered = null @@ -37,7 +37,7 @@ spawn() shake_camera(user, recoil + 1, recoil) - if(silenced) + if(suppressed) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 50, 1) @@ -89,7 +89,7 @@ if(!special_check(user)) return if(chambered) - if(!chambered.fire(target, user, params, , silenced)) + if(!chambered.fire(target, user, params, , suppressed)) shoot_with_empty_chamber(user) else if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot diff --git a/code/modules/projectiles/guns/energy/laser.dm b/code/modules/projectiles/guns/energy/laser.dm index 579959b12ba..0e0246024c9 100644 --- a/code/modules/projectiles/guns/energy/laser.dm +++ b/code/modules/projectiles/guns/energy/laser.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/energy/laser name = "laser gun" - desc = "a basic weapon designed kill with concentrated energy bolts" + desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal." icon_state = "laser" item_state = "laser" w_class = 3.0 @@ -18,7 +18,7 @@ obj/item/weapon/gun/energy/laser/retro name ="retro laser" icon_state = "retro" - desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws." + desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws." /obj/item/weapon/gun/energy/laser/captain @@ -48,7 +48,8 @@ obj/item/weapon/gun/energy/laser/retro update_icon() return 1 - +/obj/item/weapon/gun/energy/laser/cyborg + desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?" /obj/item/weapon/gun/energy/laser/cyborg/newshot() if(isrobot(src.loc)) @@ -77,14 +78,16 @@ obj/item/weapon/gun/energy/laser/retro name = "laser cannon" desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!" icon_state = "lasercannon" + item_state = "laser" origin_tech = "combat=4;materials=3;powerstorage=3" ammo_type = list(/obj/item/ammo_casing/energy/laser/heavy) /obj/item/weapon/gun/energy/xray name = "xray laser gun" - desc = "A high-power laser gun capable of expelling concentrated xray blasts." + desc = "A high-power laser gun capable of expelling concentrated xray blasts that pass through multiple soft targets and heavier materials" icon_state = "xray" + item_state = "laser" origin_tech = "combat=5;materials=3;magnets=2;syndicate=2" ammo_type = list(/obj/item/ammo_casing/energy/xray) @@ -94,7 +97,7 @@ obj/item/weapon/gun/energy/laser/retro /obj/item/weapon/gun/energy/laser/bluetag name = "laser tag gun" icon_state = "bluetag" - desc = "Standard issue weapon of the Imperial Guard" + desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!" ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag) origin_tech = "combat=1;magnets=2" clumsy_check = 0 @@ -131,7 +134,7 @@ obj/item/weapon/gun/energy/laser/retro /obj/item/weapon/gun/energy/laser/redtag name = "laser tag gun" icon_state = "redtag" - desc = "Standard issue weapon of the Imperial Guard" + desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!" ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag) origin_tech = "combat=1;magnets=2" clumsy_check = 0 diff --git a/code/modules/projectiles/guns/energy/nuclear.dm b/code/modules/projectiles/guns/energy/nuclear.dm index 69b2ec82bbd..ccf00fd36a3 100644 --- a/code/modules/projectiles/guns/energy/nuclear.dm +++ b/code/modules/projectiles/guns/energy/nuclear.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/energy/gun name = "energy gun" - desc = "A basic energy-based gun with two settings: Stun and kill." + desc = "A basic hybrid energy gun with two settings: Stun and kill." icon_state = "energy" item_state = null //so the human update icon uses the icon_state instead. ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser) @@ -14,8 +14,8 @@ /obj/item/weapon/gun/energy/gun/nuclear - name = "Advanced Energy Gun" - desc = "An energy gun with an experimental miniaturized reactor." + name = "advanced energy gun" + desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell." icon_state = "nucgun" origin_tech = "combat=3;materials=5;powerstorage=3" var/lightfail = 0 diff --git a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm index fda36d89093..deb5e4e2999 100644 --- a/code/modules/projectiles/guns/energy/pulse.dm +++ b/code/modules/projectiles/guns/energy/pulse.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/energy/pulse_rifle name = "pulse rifle" - desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel." + desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel." icon_state = "pulse" item_state = null //so the human update icon uses the icon_state instead. force = 10 @@ -13,7 +13,7 @@ /obj/item/weapon/gun/energy/pulse_rifle/destroyer name = "pulse destroyer" - desc = "A heavy-duty, pulse-based energy weapon." + desc = "A heavy-duty energy rifle built for pure destruction." cell_type = "/obj/item/weapon/stock_parts/cell/infinite" ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse) @@ -24,7 +24,7 @@ /obj/item/weapon/gun/energy/pulse_rifle/M1911 name = "m1911-P" - desc = "It's not the size of the gun, it's the size of the hole it puts through people." + desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people." icon_state = "m1911-p" cell_type = "/obj/item/weapon/stock_parts/cell/infinite" diff --git a/code/modules/projectiles/guns/energy/special.dm b/code/modules/projectiles/guns/energy/special.dm index c4be9325f17..c69772b4686 100644 --- a/code/modules/projectiles/guns/energy/special.dm +++ b/code/modules/projectiles/guns/energy/special.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/energy/ionrifle name = "ion rifle" - desc = "A man portable anti-armor weapon designed to disable mechanical threats" + desc = "A man-portable anti-armor weapon designed to disable mechanical threats at range." icon_state = "ionrifle" item_state = null //so the human update icon uses the icon_state instead. origin_tech = "combat=2;magnets=4" @@ -12,7 +12,7 @@ /obj/item/weapon/gun/energy/ionrifle/emp_act(severity) return - + /obj/item/weapon/gun/energy/decloner name = "biological demolecularisor" desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements." @@ -130,7 +130,7 @@ /obj/item/weapon/gun/energy/disabler name = "disabler" - desc = "A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal." + desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse." icon_state = "disabler" item_state = null ammo_type = list(/obj/item/ammo_casing/energy/disabler) diff --git a/code/modules/projectiles/guns/energy/stun.dm b/code/modules/projectiles/guns/energy/stun.dm index d50203a4bba..b90afcaa925 100644 --- a/code/modules/projectiles/guns/energy/stun.dm +++ b/code/modules/projectiles/guns/energy/stun.dm @@ -1,7 +1,7 @@ /obj/item/weapon/gun/energy/taser name = "taser gun" - desc = "A small, low capacity gun used for non-lethal takedowns." + desc = "A low-capacity, energy-based stun gun used by security teams to subdue targets at range." icon_state = "taser" item_state = null //so the human update icon uses the icon_state instead. ammo_type = list(/obj/item/ammo_casing/energy/electrode) @@ -9,7 +9,7 @@ /obj/item/weapon/gun/energy/taser/cyborg name = "taser gun" - desc = "A small, low capacity gun used for non-lethal takedowns." + desc = "An integrated taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating." icon_state = "taser" fire_sound = 'sound/weapons/Taser.ogg' cell_type = "/obj/item/weapon/stock_parts/cell/secborg" @@ -44,7 +44,7 @@ /obj/item/weapon/gun/energy/stunrevolver name = "stun revolver" - desc = "A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger." + desc = "A high-tech revolver that fires integrated, compressed stun cartidges. The stun cartridges can be recharged using a conventional energy weapon recharger." icon_state = "stunrevolver" origin_tech = "combat=3;materials=3;powerstorage=2" ammo_type = list(/obj/item/ammo_casing/energy/electrode/gun) @@ -54,13 +54,13 @@ /obj/item/weapon/gun/energy/crossbow name = "mini energy crossbow" - desc = "A weapon favored by many of the syndicates stealth specialists." + desc = "A weapon favored by syndicate stealth specialists." icon_state = "crossbow" - w_class = 2.0 item_state = "crossbow" + w_class = 2.0 m_amt = 2000 origin_tech = "combat=2;magnets=2;syndicate=5" - silenced = 1 + suppressed = 1 ammo_type = list(/obj/item/ammo_casing/energy/bolt) cell_type = "/obj/item/weapon/stock_parts/cell/crap" var/charge_tick = 0 @@ -100,7 +100,9 @@ /obj/item/weapon/gun/energy/crossbow/largecrossbow name = "energy crossbow" - desc = "A weapon favored by syndicate infiltration teams." - w_class = 4.0 + desc = "A weapon favored by syndicate carp hunters." + icon_state = "crossbowlarge" + item_state = "crossbowlarge" + w_class = 3.0 force = 10 m_amt = 200000 diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index 034e8d49f3f..723ab458554 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude name = "submachine gun" - desc = "A lightweight, fast firing gun. Uses 9mm rounds." + desc = "A lightweight, rapid-fire gun. Uses 9mm rounds." icon_state = "saber" //ugly w_class = 3.0 origin_tech = "combat=4;materials=2" @@ -19,7 +19,7 @@ /obj/item/weapon/gun/projectile/automatic/mini_uzi name = "Uzi" - desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds." + desc = "A lightweight, rapid-fire submachine gun, for when you really want someone dead. Uses .45 rounds." icon_state = "mini-uzi" w_class = 3.0 origin_tech = "combat=5;materials=2;syndicate=8" @@ -29,12 +29,12 @@ /obj/item/weapon/gun/projectile/automatic/c20r name = "\improper C-20r SMG" - desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp" + desc = "A lightweight, compact bullpup SMG. Uses .45 rounds in medium-capacity magazines and has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp." icon_state = "c20r" item_state = "c20r" w_class = 3.0 origin_tech = "combat=5;materials=2;syndicate=8" - mag_type = /obj/item/ammo_box/magazine/m12mm + mag_type = /obj/item/ammo_box/magazine/c20m fire_sound = 'sound/weapons/Gunshot_smg.ogg' @@ -62,7 +62,7 @@ /obj/item/weapon/gun/projectile/automatic/l6_saw name = "\improper L6 SAW" - desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever" + desc = "A heavily modified light machine gun with a tactical plasteel frame resting on a rather traditionally-made belt-fed ballistic weapon. Has 'Aussec Armoury - 2531' engraved on the reciever." icon_state = "l6closed100" item_state = "l6closedmag" w_class = 5 diff --git a/code/modules/projectiles/guns/projectile/pistol.dm b/code/modules/projectiles/guns/projectile/pistol.dm index f75bf8fcc8a..070d1900e3b 100644 --- a/code/modules/projectiles/guns/projectile/pistol.dm +++ b/code/modules/projectiles/guns/projectile/pistol.dm @@ -1,14 +1,14 @@ -/obj/item/weapon/gun/projectile/automatic/silenced - name = "silenced pistol" - desc = "A small, quiet, easily concealable gun. Uses .45 rounds." - icon_state = "silenced_pistol" +/obj/item/weapon/gun/projectile/automatic/suppressed + name = "suppressed pistol" + desc = "A small, quiet, easily concealable handgun. Uses .45 rounds." + icon_state = "suppressed_pistol" w_class = 3.0 - silenced = 1 + suppressed = 1 origin_tech = "combat=2;materials=2;syndicate=8" mag_type = /obj/item/ammo_box/magazine/sm45 fire_sound = 'sound/weapons/Gunshot_silenced.ogg' -/obj/item/weapon/gun/projectile/automatic/silenced/update_icon() +/obj/item/weapon/gun/projectile/automatic/suppressed/update_icon() ..() icon_state = "[initial(icon_state)]" return @@ -16,9 +16,9 @@ /obj/item/weapon/gun/projectile/automatic/deagle name = "desert eagle" - desc = "A robust handgun that uses .50 AE ammo" + desc = "A robust handgun that uses .50 AE ammo." icon_state = "deagle" - force = 14.0 + force = 14 mag_type = /obj/item/ammo_box/magazine/m50 @@ -73,25 +73,25 @@ return /obj/item/weapon/gun/projectile/automatic/pistol - name = "\improper Stechtkin pistol" - desc = "A small, easily concealable gun. Uses 10mm rounds." + name = "\improper Stechkin pistol" + desc = "A small, easily concealable handgun. Uses 10mm ammo and has a threaded barrel for suppressors." icon_state = "pistol" w_class = 2 - silenced = 0 + suppressed = 0 origin_tech = "combat=2;materials=2;syndicate=2" mag_type = /obj/item/ammo_box/magazine/m10mm /obj/item/weapon/gun/projectile/automatic/pistol/attack_hand(mob/user as mob) if(loc == user) - if(silenced) + if(suppressed) if(user.l_hand != src && user.r_hand != src) ..() return - user << "You unscrew [silenced] from [src]." - user.put_in_hands(silenced) - var/obj/item/weapon/silencer/S = silenced + user << "You unscrew [suppressed] from [src]." + user.put_in_hands(suppressed) + var/obj/item/weapon/suppressor/S = suppressed fire_sound = S.oldsound - silenced = 0 + suppressed = 0 w_class = 2 update_icon() return @@ -99,31 +99,31 @@ /obj/item/weapon/gun/projectile/automatic/pistol/attackby(obj/item/I as obj, mob/user as mob) - if(istype(I, /obj/item/weapon/silencer)) + if(istype(I, /obj/item/weapon/suppressor)) if(user.l_hand != src && user.r_hand != src) //if we're not in his hands user << "You'll need [src] in your hands to do that." return user.drop_item() user << "You screw [I] onto [src]." - silenced = I //dodgy? - var/obj/item/weapon/silencer/S = I + suppressed = I //dodgy? + var/obj/item/weapon/suppressor/S = I S.oldsound = fire_sound fire_sound = 'sound/weapons/Gunshot_silenced.ogg' w_class = 3 - I.loc = src //put the silencer into the gun + I.loc = src //put the suppressor into the gun update_icon() return ..() /obj/item/weapon/gun/projectile/automatic/pistol/update_icon() ..() - icon_state = "[initial(icon_state)][silenced ? "-silencer" : ""][chambered ? "" : "-e"]" + icon_state = "[initial(icon_state)][suppressed ? "-suppressor" : ""][chambered ? "" : "-e"]" return -/obj/item/weapon/silencer - name = "silencer" - desc = "a silencer" +/obj/item/weapon/suppressor + name = "suppressor" + desc = "A universal syndicate small-arms suppressor." icon = 'icons/obj/gun.dmi' - icon_state = "silencer" + icon_state = "suppressor" w_class = 2 - var/oldsound = 0 //Stores the true sound the gun made before it was silenced \ No newline at end of file + var/oldsound = 0 //Stores the true sound the gun made before it was suppressed \ No newline at end of file diff --git a/code/modules/projectiles/guns/projectile/revolver.dm b/code/modules/projectiles/guns/projectile/revolver.dm index 52563385eee..ee56dd0c6e2 100644 --- a/code/modules/projectiles/guns/projectile/revolver.dm +++ b/code/modules/projectiles/guns/projectile/revolver.dm @@ -1,5 +1,5 @@ /obj/item/weapon/gun/projectile/revolver - desc = "A classic revolver. Uses 357 ammo" + desc = "A suspicious revolver. Uses .357 ammo" //usually used by syndicates name = "revolver" icon_state = "revolver" mag_type = /obj/item/ammo_box/magazine/internal/cylinder @@ -50,7 +50,7 @@ usr << "[get_ammo(0,0)] of those are live rounds." /obj/item/weapon/gun/projectile/revolver/detective - desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds." + desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-special rounds." name = "revolver" icon_state = "detective" origin_tech = "combat=2;materials=2" @@ -135,7 +135,7 @@ /obj/item/weapon/gun/projectile/revolver/mateba name = "mateba" - desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357 + desc = "A retro high-powered revolver typically used by officers of the New Russia military. Uses .357 ammo." icon_state = "mateba" origin_tech = "combat=2;materials=2" @@ -144,7 +144,7 @@ /obj/item/weapon/gun/projectile/revolver/russian name = "Russian Revolver" - desc = "A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet." + desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism that spins the chamber before each trigger pull.." origin_tech = "combat=2;materials=2" mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357 var/spun = 0 diff --git a/code/modules/projectiles/guns/projectile/shotgun.dm b/code/modules/projectiles/guns/projectile/shotgun.dm index dd8fe000a56..73f77560692 100644 --- a/code/modules/projectiles/guns/projectile/shotgun.dm +++ b/code/modules/projectiles/guns/projectile/shotgun.dm @@ -1,6 +1,6 @@ /obj/item/weapon/gun/projectile/shotgun name = "shotgun" - desc = "Useful for sweeping alleys." + desc = "A traditional shotgun with wood furniture and a four-shell capacity underneath." icon_state = "shotgun" item_state = "shotgun" w_class = 4.0 @@ -54,6 +54,7 @@ /obj/item/weapon/gun/projectile/shotgun/combat name = "combat shotgun" + desc = "A traditional shotgun with tactical furniture and an eight-shell capacity underneath." icon_state = "cshotgun" origin_tech = "combat=5;materials=2" mag_type = /obj/item/ammo_box/magazine/internal/shotcom diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index afd7bf263ab..8ece8d7af82 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -22,7 +22,7 @@ var/bumped = 0 //Prevents it from hitting more than one guy at once var/def_zone = "" //Aiming at var/mob/firer = null//Who shot it - var/silenced = 0 //Attack message + var/suppressed = 0 //Attack message var/yo = null var/xo = null var/current = null @@ -91,7 +91,7 @@ reagent_note += num2text(R.volume) + ") " var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations. def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use. - if(silenced) + if(suppressed) playsound(loc, hitsound, 5, 1, -1) M << "You've been shot by \a [src] in \the [parse_zone(def_zone)]!" else diff --git a/icons/mob/items_lefthand.dmi b/icons/mob/items_lefthand.dmi index abcc40a69bf..63aafeb582f 100644 Binary files a/icons/mob/items_lefthand.dmi and b/icons/mob/items_lefthand.dmi differ diff --git a/icons/mob/items_righthand.dmi b/icons/mob/items_righthand.dmi index bb72a68e39d..ac49d5d6be0 100644 Binary files a/icons/mob/items_righthand.dmi and b/icons/mob/items_righthand.dmi differ diff --git a/icons/obj/ammo.dmi b/icons/obj/ammo.dmi index 43039852260..3126cde6405 100644 Binary files a/icons/obj/ammo.dmi and b/icons/obj/ammo.dmi differ diff --git a/icons/obj/gun.dmi b/icons/obj/gun.dmi index 123537205e6..2aeea5c45a7 100644 Binary files a/icons/obj/gun.dmi and b/icons/obj/gun.dmi differ