Files
Bubberstation/code/modules/projectiles/guns/projectile/toy.dm
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00

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/obj/item/weapon/gun/projectile/automatic/toy
name = "foam force SMG"
desc = "A prototype three-round burst toy submachine gun. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
icon_state = "saber"
item_state = "gun"
mag_type = /obj/item/ammo_box/magazine/toy/smg
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
force = 0
throwforce = 0
burst_size = 3
can_suppress = 0
clumsy_check = 0
needs_permit = 0
/obj/item/weapon/gun/projectile/automatic/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
/obj/item/weapon/gun/projectile/automatic/toy/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/projectile/automatic/toy/pistol
name = "foam force pistol"
desc = "A small, easily concealable toy handgun. Ages 8 and up."
icon_state = "pistol"
w_class = 2
mag_type = /obj/item/ammo_box/magazine/toy/pistol
fire_sound = 'sound/weapons/Gunshot.ogg'
can_suppress = 0
burst_size = 1
fire_delay = 0
actions_types = list()
/obj/item/weapon/gun/projectile/automatic/toy/pistol/update_icon()
..()
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot
mag_type = /obj/item/ammo_box/magazine/toy/pistol/riot
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot/New()
magazine = new /obj/item/ammo_box/magazine/toy/pistol/riot(src)
..()
/obj/item/weapon/gun/projectile/automatic/toy/pistol/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/projectile/shotgun/toy
name = "foam force shotgun"
desc = "A toy shotgun with wood furniture and a four-shell capacity underneath. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
force = 0
throwforce = 0
origin_tech = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy
clumsy_check = 0
needs_permit = 0
/obj/item/weapon/gun/projectile/shotgun/toy/process_chamber()
..()
if(chambered && !chambered.BB)
qdel(chambered)
/obj/item/weapon/gun/projectile/shotgun/toy/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/projectile/shotgun/toy/crossbow
name = "foam force crossbow"
desc = "A weapon favored by many overactive children. Ages 8 and up."
icon = 'icons/obj/toy.dmi'
icon_state = "foamcrossbow"
item_state = "crossbow"
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow
fire_sound = 'sound/items/syringeproj.ogg'
slot_flags = SLOT_BELT
w_class = 2
/obj/item/weapon/gun/projectile/automatic/c20r/toy
name = "donksoft SMG"
desc = "A bullpup two-round burst toy SMG, designated 'C-20r'. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
can_suppress = 0
needs_permit = 0
mag_type = /obj/item/ammo_box/magazine/toy/smgm45
/obj/item/weapon/gun/projectile/automatic/c20r/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
/obj/item/weapon/gun/projectile/automatic/c20r/toy/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy
name = "donksoft LMG"
desc = "A heavily modified toy light machine gun, designated 'L6 SAW'. Ages 8 and up."
icon = 'icons/obj/guns/toy.dmi'
can_suppress = 0
needs_permit = 0
mag_type = /obj/item/ammo_box/magazine/toy/m762
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy/unrestricted
pin = /obj/item/device/firing_pin