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* Make energy guns able to use burst fire. * Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns. Syringe gun, energy guns and magic guns can now use burst fire. * fixing merge conflict shit * fixing map conflicts * more map conflict fix * two tiny fixes. * tiny tweak * fixing merge conflicts. Moving the practice mini egun to the gun module. Renamed nuclear.dm to energy_gun.dm * map conflict fixes
117 lines
3.0 KiB
Plaintext
117 lines
3.0 KiB
Plaintext
//Boxes of ammo
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/obj/item/ammo_box
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name = "ammo box (null_reference_exception)"
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desc = "A box of ammo."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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materials = list(MAT_METAL=30000)
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throwforce = 2
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w_class = 1
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throw_speed = 3
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throw_range = 7
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var/list/stored_ammo = list()
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var/ammo_type = /obj/item/ammo_casing
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var/max_ammo = 7
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var/multiple_sprites = 0
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var/caliber
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var/multiload = 1
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var/start_empty = 0
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/obj/item/ammo_box/New()
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..()
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if(!start_empty)
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for(var/i = 1, i <= max_ammo, i++)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_box/proc/get_round(keep = 0)
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if (!stored_ammo.len)
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return null
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else
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var/b = stored_ammo[stored_ammo.len]
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stored_ammo -= b
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if (keep)
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stored_ammo.Insert(1,b)
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return b
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/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
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// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
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if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
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return 0
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if (stored_ammo.len < max_ammo)
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stored_ammo += R
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R.forceMove(src)
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return 1
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//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
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else if(replace_spent)
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for(var/obj/item/ammo_casing/AC in stored_ammo)
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if(!AC.BB)//found a spent ammo
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stored_ammo -= AC
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AC.forceMove(get_turf(src.loc))
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stored_ammo += R
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R.forceMove(src)
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return 1
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return 0
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/obj/item/ammo_box/proc/can_load(mob/user)
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return 1
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/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = 0, replace_spent = 0)
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var/num_loaded = 0
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if(!can_load(user))
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return
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if(istype(A, /obj/item/ammo_box))
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var/obj/item/ammo_box/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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var/did_load = give_round(AC, replace_spent)
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if(did_load)
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AM.stored_ammo -= AC
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num_loaded++
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if(!did_load || !multiload)
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break
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if(istype(A, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/AC = A
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if(give_round(AC, replace_spent))
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user.drop_item()
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AC.forceMove(src)
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num_loaded++
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if(num_loaded)
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if(!silent)
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user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
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A.update_icon()
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update_icon()
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return num_loaded
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/obj/item/ammo_box/attack_self(mob/user)
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var/obj/item/ammo_casing/A = get_round()
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if(A)
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user.put_in_hands(A)
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user << "<span class='notice'>You remove a round from \the [src]!</span>"
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update_icon()
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/obj/item/ammo_box/update_icon()
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switch(multiple_sprites)
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if(1)
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icon_state = "[initial(icon_state)]-[stored_ammo.len]"
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if(2)
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icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
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desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
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//Behavior for magazines
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/obj/item/ammo_box/magazine/proc/ammo_count()
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return stored_ammo.len
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/obj/item/ammo_box/magazine/proc/empty_magazine()
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var/turf_mag = get_turf(src)
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for(var/obj/item/ammo in stored_ammo)
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ammo.forceMove(turf_mag)
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stored_ammo -= ammo |