mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 02:09:41 +00:00
undefines our defines (#8506)
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10
code/__defines/projectile_cm.dm
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10
code/__defines/projectile_cm.dm
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@@ -0,0 +1,10 @@
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#define NO_AUTO_LOAD 0
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#define OPEN_BOLT 1
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#define CLOSED_BOLT 2
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#define LOCK_OPEN_EMPTY 4
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#define LOCK_MANUAL_LOCK 8
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#define LOCK_SLAPPABLE 16
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#define CHAMBER_ON_RELOAD 32
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#define INTERNAL_MAG_SEPARATE 1
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#define IS_PUMP_SHOTGUN 2
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@@ -1,4 +1,5 @@
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#define FIRE_PRIORITY_REFLECTOR 20
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SUBSYSTEM_DEF(reflector)
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name = "Reflectors"
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priority = FIRE_PRIORITY_REFLECTOR
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@@ -44,3 +45,5 @@ SUBSYSTEM_DEF(reflector)
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return
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current_thing = null
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#undef FIRE_PRIORITY_REFLECTOR
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@@ -173,4 +173,11 @@
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/obj/machinery/intershipdeployer/proc/SpawnPackage(var/list/objs)
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var/obj/structure/closet/crate/C = new/obj/structure/closet/crate
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C.contents = objs
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C.loc = src.loc
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C.loc = src.loc
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#undef SERVERS
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#undef OPTIONS
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#undef RECEIVE
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#undef REC_CONF
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#undef SENDING
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#undef CHAT
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@@ -692,4 +692,5 @@
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#undef WARNING_DELAY
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#undef SUPERMATTER_COUNTDOWN_TIME
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#undef SUPERMATTER_ACCENT_SOUND_COOLDOWN
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@@ -1,14 +1,3 @@
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#define NO_AUTO_LOAD 0
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#define OPEN_BOLT 1
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#define CLOSED_BOLT 2
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#define LOCK_OPEN_EMPTY 4
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#define LOCK_MANUAL_LOCK 8
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#define LOCK_SLAPPABLE 16
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#define CHAMBER_ON_RELOAD 32
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#define INTERNAL_MAG_SEPARATE 1
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#define IS_PUMP_SHOTGUN 2
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#define BOLT_NOEVENT 0
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#define BOLT_CLOSED 1
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#define BOLT_OPENED 2
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@@ -114,7 +103,7 @@
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playsound(src, sound_ejectchamber, 50, 0)
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user.visible_message("<span class='notice'>[user] pulls back \the [bolt_name] and locks it in the open position[casing_chambered][other_ejected].</span>", \
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"<span class='notice'>You pull back \the [bolt_name] and lock it in the open position[other_ejected][casing_chambered].</span>")
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else
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else
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user.visible_message("<span class='notice'>[user] pulls back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected].</span>", \
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"<span class='notice'>You pull back \the [bolt_name] before releasing it, causing it to lock in the open position[casing_chambered][other_ejected].</span>")
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else
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@@ -167,7 +156,7 @@
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else
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bolt_open = TRUE
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var/ejected = process_chambered()
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var/output = BOLT_OPENED
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if(ejected) output |= BOLT_CASING_EJECTED
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//if(chambering) output |= BOLT_CASING_CHAMBERED
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@@ -300,7 +289,7 @@
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chamber_bullet()
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bolt_toggle()
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playsound(src, 'sound/weapons/flipblade.ogg', 50, 1)
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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if(SPEEDLOADER)
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if(only_open_load && !bolt_open)
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to_chat(user, "<span_class='warning'>[src] must have its bolt open to be loaded!</span>")
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@@ -320,7 +309,7 @@
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if(count)
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user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
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playsound(src, 'sound/weapons/empty.ogg', 50, 1)
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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AM.update_icon()
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else if(istype(A, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/C = A
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@@ -334,15 +323,15 @@
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if(do_after(user,5))
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user.visible_message("<span class='notice'>[user] slides \the [C] into the [src]'s chamber.</span>","<span class='notice'>You slide \the [C] into the [src]'s chamber.</span>")
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chambered = C
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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else
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return
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else if(!(CHECK_BITFIELD(auto_loading_type,LOCK_OPEN_EMPTY) || (CHECK_BITFIELD(auto_loading_type,LOCK_MANUAL_LOCK))))
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if(do_after(user,15))
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user.visible_message("<span class='notice'>[user] holds open \the [src]'s [bolt_name] and slides [C] into the chamber before letting the bolt close again.</span>","<span class='notice'>You slide \the [C] into the [src]'s chamber.</span>")
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chambered = C
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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else
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return
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else
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@@ -372,7 +361,7 @@
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loaded.Insert(1, C) //add to the head of the list
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user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
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playsound(src, 'sound/weapons/empty.ogg', 50, 1)
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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else if(istype(A, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/storage = A
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@@ -386,7 +375,7 @@
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continue
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load_ammo(ammo, user)
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user.hud_used.update_ammo_hud(user, src)
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user.hud_used.update_ammo_hud(user, src)
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if(loaded.len >= max_shells)
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to_chat(user, "<span class='warning'>[src] is full.</span>")
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@@ -495,3 +484,11 @@
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if(!istype(P))
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return
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P.sub_velocity(P.velocity - 35)
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#undef BOLT_NOEVENT
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#undef BOLT_CLOSED
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#undef BOLT_OPENED
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#undef BOLT_LOCKED
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#undef BOLT_UNLOCKED
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#undef BOLT_CASING_EJECTED
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#undef BOLT_CASING_CHAMBERED
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@@ -31,6 +31,8 @@ only use the hollow_point and armor_penetration values.*/
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energy = max(0,energy - amount)
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velocity = sqrt(2*energy/(grains / GRAINS_PER_KG))
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#undef GRAINS_PER_KG
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//Pistol projectiles
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/obj/item/projectile/bullet/pistol //9x19mm
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fire_sound = 'sound/weapons/ballistics/a9mm.ogg'
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@@ -568,4 +570,4 @@ only use the hollow_point and armor_penetration values.*/
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/obj/item/projectile/bullet/pistol/medium/ap/suppressor/turbo // spicy boys
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speed = 0.2 // this is 4x projectile speed
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hud_state = "monkey"
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hud_state = "monkey"
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@@ -163,4 +163,9 @@
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When a new zone has been scanned, your station's shuttle destination will be updated to direct it to the newly discovered area automatically.<br>
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You can then travel to the new area to mine in that location.<br>
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<br>
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<font size=1>This technology produced under license from Thinktronic Systems, LTD.</font>"}
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<font size=1>This technology produced under license from Thinktronic Systems, LTD.</font>"}
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#undef OUTPOST_Z
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#undef TRANSIT_Z
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#undef BELT_Z
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@@ -101,6 +101,7 @@
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#include "code\__defines\process_scheduler.dm"
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#include "code\__defines\procpath.dm"
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#include "code\__defines\projectile.dm"
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#include "code\__defines\projectile_cm.dm"
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#include "code\__defines\projectiles.dm"
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#include "code\__defines\qdel.dm"
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#include "code\__defines\recipe.dm"
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