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Improve gun animations to be more modular. (#7645)
* Improve gun animations to be more modular. - This is a port of TGCM pull/4807. Credit to SplinterGP for helping me set things up. - It essentially allows people to not need a '-pump' for their animation, but instead to just use whatever they please. They just need to write it down at the relevant intervals. * Improve further. * Update shotgun.dm
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@@ -14,6 +14,7 @@
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ammo_type = /obj/item/ammo_casing/a762
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load_method = SINGLE_CASING|SPEEDLOADER
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action_sound = 'sound/weapons/riflebolt.ogg'
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pump_animation = null
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/obj/item/weapon/gun/projectile/shotgun/pump/rifle/practice // For target practice
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desc = "A bolt-action rifle with a lightweight synthetic wood stock, designed for competitive shooting. Comes shipped with practice rounds pre-loaded into the gun. Popular among professional marksmen. Uses 7.62mm rounds."
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@@ -66,4 +67,4 @@
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desc = "An iconic manually operated lever action rifle, offering adequate stopping power due to it's still powerful cartridge while at the same time having a rather respectable firing rate due to it's mechanism. It is very probable this is a replica instead of a museum piece, but rifles of this pattern still see usage as colonist guns in some far off regions. Uses 7.62mm rounds."
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item_state = "levercarabine" // That isn't how carbine is spelled ya knob! :U
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icon_state = "levercarabine"
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animated_pump = 1
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pump_animation = "levercarabine-cycling"
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@@ -14,10 +14,10 @@
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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projectile_type = /obj/item/projectile/bullet/shotgun
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handle_casings = HOLD_CASINGS
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var/recentpump = 0 // to prevent spammage
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var/recentpump = 0 //To prevent spammage
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var/action_sound = 'sound/weapons/shotgunpump.ogg'
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var/animated_pump = 0 //This is for cyling animations.
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var/empty_sprite = 0 //This is just a dirty var so it doesn't fudge up.
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var/pump_animation = "shotgun-pump" //You put the reference to the animation in question here. Frees up namming. Ex: "shotgun_old_pump" or "sniper_cycle"
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/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
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if(chambered)
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@@ -41,8 +41,8 @@
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loaded -= AC //Remove casing from loaded list.
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chambered = AC
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if(animated_pump)//This affects all bolt action and shotguns.
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flick("[icon_state]-cycling", src)//This plays any pumping
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if(pump_animation)//This affects all bolt action and shotguns.
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flick("[pump_animation]", src)//This plays any pumping
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update_icon()
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@@ -60,6 +60,7 @@
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/obj/item/weapon/gun/projectile/shotgun/pump/slug
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ammo_type = /obj/item/ammo_casing/a12g
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pump_animation = null
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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@@ -71,6 +72,7 @@
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max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
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ammo_type = /obj/item/ammo_casing/a12g
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load_method = SINGLE_CASING|SPEEDLOADER
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pump_animation = "cshotgun-pump"
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/obj/item/weapon/gun/projectile/shotgun/pump/combat/empty
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ammo_type = null
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