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Bubberstation/code/modules/projectiles/guns/projectile.dm

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/obj/item/weapon/gun/projectile
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
name = "projectile gun"
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = 3
materials = list(MAT_METAL=1000)
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
/obj/item/weapon/gun/projectile/New()
..()
if (!magazine)
magazine = new mag_type(src)
chamber_round()
update_icon()
return
/obj/item/weapon/gun/projectile/process_chamber(eject_casing = 1, empty_chamber = 1)
// if(in_chamber)
// return 1
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(isnull(AC) || !istype(AC))
chamber_round()
return
if(eject_casing)
AC.loc = get_turf(src) //Eject casing onto ground.
AC.SpinAnimation(10, 1) //next gen special effects
if(empty_chamber)
chambered = null
chamber_round()
return
/obj/item/weapon/gun/projectile/proc/chamber_round()
if (chambered || !magazine)
return
else if (magazine.ammo_count())
chambered = magazine.get_round()
chambered.loc = src
return
/obj/item/weapon/gun/projectile/can_shoot()
if(!magazine || !magazine.ammo_count(0))
return 0
return 1
/obj/item/weapon/gun/projectile/attackby(obj/item/A, mob/user, params)
..()
if (istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if (!magazine && istype(AM, mag_type))
user.remove_from_mob(AM)
magazine = AM
magazine.loc = src
user << "<span class='notice'>You load a new magazine into \the [src].</span>"
chamber_round()
A.update_icon()
update_icon()
return 1
else if (magazine)
user << "<span class='notice'>There's already a magazine in \the [src].</span>"
if(istype(A, /obj/item/weapon/suppressor))
var/obj/item/weapon/suppressor/S = A
if(can_suppress)
if(!suppressed)
if(user.l_hand != src && user.r_hand != src)
user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
return
if(!user.unEquip(A))
return
user << "<span class='notice'>You screw [S] onto [src].</span>"
suppressed = A
S.oldsound = fire_sound
S.initial_w_class = w_class
fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
w_class = 3 //so pistols do not fit in pockets when suppressed
A.loc = src
update_icon()
return
else
user << "<span class='warning'>[src] already has a suppressor!</span>"
return
else
user << "<span class='warning'>You can't seem to figure out how to fit [S] on [src]!</span>"
return
return 0
/obj/item/weapon/gun/projectile/attack_hand(mob/user)
if(loc == user)
if(suppressed && can_unsuppress)
var/obj/item/weapon/suppressor/S = suppressed
if(user.l_hand != src && user.r_hand != src)
..()
return
user << "<span class='notice'>You unscrew [suppressed] from [src].</span>"
user.put_in_hands(suppressed)
fire_sound = S.oldsound
w_class = S.initial_w_class
suppressed = 0
update_icon()
return
..()
/obj/item/weapon/gun/projectile/attack_self(mob/living/user)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(magazine)
magazine.loc = get_turf(src.loc)
user.put_in_hands(magazine)
magazine.update_icon()
magazine = null
user << "<span class='notice'>You pull the magazine out of \the [src].</span>"
else if(chambered)
AC.loc = get_turf(src)
AC.SpinAnimation(10, 1)
chambered = null
user << "<span class='notice'>You unload the round from \the [src]'s chamber.</span>"
else
user << "<span class='notice'>There's no magazine in \the [src].</span>"
update_icon()
return
/obj/item/weapon/gun/projectile/examine(mob/user)
..()
user << "Has [get_ammo()] round\s remaining."
/obj/item/weapon/gun/projectile/proc/get_ammo(countchambered = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
boolets++
if (magazine)
boolets += magazine.ammo_count()
return boolets
/obj/item/weapon/gun/projectile/suicide_act(mob/user)
if (src.chambered && src.chambered.BB && !src.chambered.BB.nodamage)
user.visible_message("<span class='suicide'>[user] is putting the barrel of the [src.name] in \his mouth. It looks like \he's trying to commit suicide.</span>")
sleep(25)
if(user.l_hand == src || user.r_hand == src)
process_fire(user, user, 0, zone_override = "head")
user.visible_message("<span class='suicide'>[user] blows \his brains out with the [src.name]!</span>")
return(BRUTELOSS)
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to blow \his brains out with the [src.name]! It looks like \he's trying to commit suicide!</b></span>")
playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/weapon/suppressor
name = "suppressor"
desc = "A universal syndicate small-arms suppressor for maximum espionage."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"
w_class = 2
var/oldsound = null
var/initial_w_class = null