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Bubberstation/code/modules/projectiles/guns/projectile/automatic.dm
2014-08-07 14:39:31 -07:00

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/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, rapid-fire gun. Uses 9mm rounds."
icon_state = "saber" //ugly
w_class = 3.0
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/msmg9mm
var/alarmed = 0
/obj/item/weapon/gun/projectile/automatic/update_icon()
..()
icon_state = "[initial(icon_state)][magazine ? "-[magazine.max_ammo]" : ""][chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/attackby(var/obj/item/A as obj, mob/user as mob)
if(..() && chambered)
alarmed = 0
/obj/item/weapon/gun/projectile/automatic/mini_uzi
name = "Uzi"
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"
mag_type = /obj/item/ammo_box/magazine/uzim45
/obj/item/weapon/gun/projectile/automatic/c20r
name = "\improper C-20r SMG"
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/c20m
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
/obj/item/weapon/gun/projectile/automatic/c20r/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/c20r/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
if(!chambered && !get_ammo() && !alarmed)
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
update_icon()
alarmed = 1
return
/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
..()
icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "\improper L6 SAW"
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
slot_flags = 0
origin_tech = "combat=5;materials=1;syndicate=2"
mag_type = /obj/item/ammo_box/magazine/m762
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
var/cover_open = 0
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
cover_open = !cover_open
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"]"
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
else
..()
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
if(loc != user)
..()
return //let them pick it up
if(!cover_open || (cover_open && !magazine))
..()
else if(cover_open && magazine)
//drop the mag
magazine.update_icon()
magazine.loc = get_turf(src.loc)
user.put_in_hands(magazine)
magazine = null
update_icon()
user << "<span class='notice'>You remove the magazine from [src].</span>"
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
if(!cover_open)
user << "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>"
return
..()
/obj/item/weapon/gun/projectile/automatic/tommygun
name = "tommy gun"
desc = "A genuine Chicago Typewriter."
icon_state = "tommygun"
item_state = "tommygun"
slot_flags = 0
origin_tech = "combat=5;materials=1;syndicate=2"
mag_type = /obj/item/ammo_box/magazine/tommygunm45
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
rough and poor attempt at making that happen. -Ausops */
/* Where Ausops failed, I have not. -SirBayer */