Merge pull request #5277 from paprka/newshotguns

Adds improvised shotguns and fixes paths for wrap paper
This commit is contained in:
hornygranny
2014-10-21 09:51:35 -07:00
20 changed files with 226 additions and 68 deletions
+83
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@@ -0,0 +1,83 @@
// This file is for projectile weapon crafting. All parts and construction paths will be contained here.
// The weapons themselves are children of other weapons and should be contained in their respective files.
// PARTS //
/obj/item/weaponcrafting/reciever
name = "modular reciever"
desc = "A prototype modular reciever and trigger assembly for a firearm."
icon = 'icons/obj/improvised.dmi'
icon_state = "reciever"
/obj/item/weaponcrafting/stock
name = "rifle stock"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
icon = 'icons/obj/improvised.dmi'
icon_state = "riflestock"
// CRAFTING //
/obj/item/weaponcrafting/reciever/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/pipe))
user << "You attach the shotgun barrel to the reciever. The pins seem loose."
var/obj/item/weaponcrafting/ishotgunconstruction/I = new /obj/item/weaponcrafting/ishotgunconstruction
user.unEquip(src)
user.put_in_hands(I)
del(W)
del(src)
return
// SHOTGUN //
/obj/item/weaponcrafting/ishotgunconstruction
name = "slightly conspicuous metal construction"
desc = "A long pipe attached to a firearm reciever. The pins seem loose."
icon = 'icons/obj/improvised.dmi'
icon_state = "ishotgunstep1"
/obj/item/weaponcrafting/ishotgunconstruction/attackby(var/obj/item/I, mob/user as mob)
..()
if(istype(I, /obj/item/weapon/screwdriver))
var/obj/item/weaponcrafting/ishotgunconstruction2/C = new /obj/item/weaponcrafting/ishotgunconstruction2
user.unEquip(src)
user.put_in_hands(C)
user << "<span class='notice'>You screw the pins into place, securing the pipe to the reciever.</span>"
qdel(src)
/obj/item/weaponcrafting/ishotgunconstruction2
name = "very conspicuous metal construction"
desc = "A long pipe attached to a trigger assembly."
icon = 'icons/obj/improvised.dmi'
icon_state = "ishotgunstep1"
/obj/item/weaponcrafting/ishotgunconstruction2/attackby(obj/item/W as obj, mob/user as mob)
if(istype(W,/obj/item/weaponcrafting/stock))
user << "You attach the stock to the reciever-barrel assembly."
var/obj/item/weaponcrafting/ishotgunconstruction3/I = new /obj/item/weaponcrafting/ishotgunconstruction3
user.unEquip(src)
user.put_in_hands(I)
del(W)
del(src)
return
/obj/item/weaponcrafting/ishotgunconstruction3
name = "extremely conspicuous metal construction"
desc = "A reciever-barrel shotgun assembly with a loose wooden stock. There's no way you can fire it without the stock coming loose."
icon = 'icons/obj/improvised.dmi'
icon_state = "ishotgunstep2"
/obj/item/weaponcrafting/ishotgunconstruction3/attackby(var/obj/item/I, mob/user as mob)
..()
if(istype(I, /obj/item/stack/packageWrap))
var/obj/item/stack/packageWrap/C = I
if (C.use(5))
var/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/W = new /obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
user.unEquip(src)
user.put_in_hands(W)
user << "<span class='notice'>You tie the wrapping paper around the stock and the barrel to secure it.</span>"
qdel(src)
else
user << "<span class='warning'>You need at least five feet of wrapping paper to secure the stock.</span>"
return
+11 -1
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@@ -115,4 +115,14 @@
reqs = list(/obj/item/ammo_casing/shotgun/techshell = 1,
/datum/reagent/phosphorus = 5,)
tools = list(/obj/item/weapon/screwdriver)
time = 5
time = 5
/datum/table_recipe/ishotgun
name = "Improvised Shotgun"
result = /obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
reqs = list(/obj/item/weaponcrafting/reciever = 1,
/obj/item/pipe = 1,
/obj/item/weaponcrafting/stock = 1,
/obj/item/stack/packageWrap = 5,)
tools = list(/obj/item/weapon/screwdriver)
time = 200
@@ -70,6 +70,16 @@
m_amt = 250
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
icon_state = "gshell"
projectile_type = /obj/item/projectile/bullet/pellet/weak
m_amt = 250
pellets = 5
variance = 0.8
/obj/item/ammo_casing/shotgun/stunslug
name = "taser slug"
desc = "A stunning taser slug."
@@ -59,6 +59,14 @@
max_ammo = 2
multiload = 0
/obj/item/ammo_box/magazine/internal/cylinder/improvised
name = "improvised shotgun internal magazine"
desc = "This doesn't even exist"
ammo_type = /obj/item/ammo_casing/shotgun/improvised
caliber = "shotgun"
max_ammo = 1
multiload = 0
/obj/item/ammo_box/magazine/internal/shotriot
name = "riot shotgun internal magazine"
desc = "Oh god, this shouldn't be here"
+1
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@@ -21,6 +21,7 @@
var/clumsy_check = 1
var/obj/item/ammo_casing/chambered = null
var/trigger_guard = 1
var/sawn_desc = null
/obj/item/weapon/gun/proc/process_chamber()
return 0
@@ -62,9 +62,15 @@
/obj/item/weapon/gun/projectile/shotgun/riot //for spawn in the armory
name = "riot shotgun"
desc = "A sturdy shotgun designed for non-lethal riot control."
desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control."
icon_state = "riotshotgun"
mag_type = /obj/item/ammo_box/magazine/internal/shotriot
sawn_desc = "Come with me if you want to live."
/obj/item/weapon/gun/projectile/shotgun/riot/attackby(var/obj/item/A as obj, mob/user as mob)
..()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
sawoff(user)
/obj/item/weapon/gun/projectile/revolver/doublebarrel
name = "double-barreled shotgun"
@@ -77,28 +83,32 @@
slot_flags = SLOT_BACK
origin_tech = "combat=3;materials=1"
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/dualshot
sawn_desc = "Omar's coming!"
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
..()
if (istype(A,/obj/item/ammo_box) || istype(A,/obj/item/ammo_casing))
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
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(get_ammo())
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)
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
name = "sawn-off shotgun"
desc = "Omar's coming!"
sawoff(user)
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user as mob)
user << "<span class='notice'>You begin to shorten \the [src].</span>"
if(get_ammo())
afterattack(user, user)
user.visible_message("<span class='danger'>The [src] goes off!</span>", "<span class='danger'>The [src] goes off in your face!</span>")
return
if(do_after(user, 30))
name = "sawn-off [src.name]"
desc = sawn_desc
icon_state = initial(icon_state) + "-sawn"
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)
user << "<span class='warning'>You shorten \the [src]!</span>"
update_icon()
return
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attack_self(mob/living/user as mob)
var/num_unloaded = 0
@@ -112,4 +122,32 @@
if (num_unloaded)
user << "<span class = 'notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>"
else
user << "<span class='notice'>[src] is empty.</span>"
user << "<span class='notice'>[src] is empty.</span>"
// IMPROVISED SHOTGUN //
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "Essentially a tube that aims shotgun shells."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = 4.0
force = 10
origin_tech = "combat=2;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised
sawn_desc = "I'm just here for the gasoline."
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/attackby(var/obj/item/A as obj, mob/user as mob)
..()
if(istype(A, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = A
if(C.use(10))
flags = CONDUCT
slot_flags = SLOT_BACK
icon_state = "ishotgunsling"
user << "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>"
update_icon()
else
user << "<span class='warning'>You need at least ten lengths of cable if you want to make a sling.</span>"
return
@@ -23,6 +23,8 @@
name = "pellet"
damage = 15
/obj/item/projectile/bullet/pellet/weak
damage = 3
/obj/item/projectile/bullet/midbullet
damage = 20
+5 -10
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@@ -41,7 +41,7 @@
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/weapon/wrapping_paper))
else if(istype(W, /obj/item/stack/wrapping_paper))
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
if(istype(wrapped, /obj/structure/closet/crate))
icon_state = "giftcrate"
@@ -87,21 +87,21 @@
user.visible_message("<span class='notice'>[user] labels [src] as [str].</span>")
name = "[name] ([str])"
else if(istype(W, /obj/item/weapon/wrapping_paper))
else if(istype(W, /obj/item/stack/wrapping_paper))
icon_state = "giftcrate[wrapped.w_class]"
user.visible_message("<span class='notice'>[user] wraps the package in festive paper!</span>")
/obj/item/weapon/packageWrap
/obj/item/stack/packageWrap
name = "package wrapper"
icon = 'icons/obj/items.dmi'
icon_state = "deliveryPaper"
flags = NOBLUDGEON
w_class = 3.0
var/amount = 25.0
amount = 25
/obj/item/weapon/packageWrap/afterattack(var/obj/target as obj, mob/user as mob, proximity)
/obj/item/stack/packageWrap/afterattack(var/obj/target as obj, mob/user as mob, proximity)
if(!proximity) return
if(!istype(target)) //this really shouldn't be necessary (but it is). -Pete
return
@@ -161,11 +161,6 @@
return
/obj/item/weapon/packageWrap/examine(mob/user)
..()
user << "<span class='notice'>There are [amount] units of package wrap left.</span>"
/obj/item/device/destTagger
name = "destination tagger"
desc = "Used to set the destination of properly wrapped packages."
@@ -141,6 +141,15 @@ datum/design/ionrifle
build_path = /obj/item/weapon/gun/energy/ionrifle
locked = 1
datum/design/reciever
name = "Modular Reciever"
desc = "A prototype modular reciever and trigger assembly for a variety of firearms."
id = "reciever"
req_tech = list("combat" = 5, "materials" = 4)
build_type = PROTOLATHE
materials = list("$metal" = 6500, "$silver" = 500)
build_path = /obj/item/weaponcrafting/reciever
datum/design/ammo_9mm
name = "Ammunition Box (9mm)"
desc = "A box of prototype 9mm ammunition."