mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
Code formatting, EOL at EOF fixes, refactoring
This commit is contained in:
@@ -5,9 +5,9 @@
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*/
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/obj/item/device/debugger
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icon = 'icons/obj/hacktool.dmi'
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name = "debugger"
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desc = "Used to debug electronic equipment."
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icon = 'icons/obj/hacktool.dmi'
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icon_state = "hacktool-g"
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 5.0
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@@ -1,8 +1,8 @@
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// Powersink - used to drain station power
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/obj/item/device/powersink
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desc = "A nulling power sink which drains energy from electrical systems."
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name = "power sink"
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desc = "A nulling power sink which drains energy from electrical systems."
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icon_state = "powersink0"
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item_state = "electronic"
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w_class = 4.0
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@@ -1,6 +1,6 @@
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/obj/item/device/taperecorder
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desc = "A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback."
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name = "universal recorder"
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desc = "A device that can record up to an hour of dialogue and play it back. It automatically translates the content in playback."
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icon_state = "taperecorderidle"
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item_state = "analyzer"
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w_class = 2.0
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@@ -29,7 +29,6 @@ effective or pretty fucking useless.
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var/times_used = 0 //Number of times it's been used.
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var/max_uses = 2
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/obj/item/device/batterer/attack_self(mob/living/carbon/user as mob, flag = 0, emp = 0)
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if(!user) return
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if(times_used >= max_uses)
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@@ -55,7 +54,3 @@ effective or pretty fucking useless.
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times_used += 1
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if(times_used >= max_uses)
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icon_state = "battererburnt"
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@@ -1,8 +1,8 @@
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/obj/item/device/transfer_valve
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icon = 'icons/obj/assemblies.dmi'
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name = "tank transfer valve"
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icon_state = "valve_1"
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desc = "Regulates the transfer of air between two tanks"
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icon = 'icons/obj/assemblies.dmi'
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icon_state = "valve_1"
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var/obj/item/weapon/tank/tank_one
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var/obj/item/weapon/tank/tank_two
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var/obj/item/device/attached_device
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@@ -113,7 +113,7 @@
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* Fake singularity
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*/
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/obj/item/toy/spinningtoy
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name = "Gravitational Singularity"
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name = "gravitational singularity"
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desc = "\"Singulo\" brand spinning toy."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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@@ -420,7 +420,7 @@
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* Water flower
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*/
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/obj/item/toy/waterflower
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name = "Water Flower"
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name = "water flower"
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desc = "A seemingly innocent sunflower...with a twist."
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icon = 'icons/obj/harvest.dmi'
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icon_state = "sunflower"
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@@ -2,56 +2,71 @@
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//TODO: Make this an item var or something...
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//Added by Jack Rost
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/obj/item/trash
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icon = 'icons/obj/trash.dmi'
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obj/item/trash
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icon = 'iconsobj/trash.dmi'
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w_class = 2.0
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desc = "This is rubbish."
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raisins
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name = "4no raisins"
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obj/item/trash/raisins
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name = "\improper 4no raisins"
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icon_state= "4no_raisins"
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candy
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name = "Candy"
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obj/item/trash/candy
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name = "candy"
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icon_state= "candy"
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cheesie
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name = "Cheesie honkers"
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obj/item/trash/cheesie
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name = "\improper Cheesie Honkers"
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icon_state = "cheesie_honkers"
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chips
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name = "Chips"
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obj/item/trash/chips
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name = "chips"
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icon_state = "chips"
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popcorn
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name = "Popcorn"
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obj/item/trash/popcorn
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name = "popcorn"
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icon_state = "popcorn"
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sosjerky
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obj/item/trash/sosjerky
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name = "Scaredy's Private Reserve Beef Jerky"
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icon_state = "sosjerky"
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syndi_cakes
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name = "Syndi cakes"
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obj/item/trash/syndi_cakes
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name = "syndi cakes"
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icon_state = "syndi_cakes"
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waffles
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name = "Waffles"
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obj/item/trash/waffles
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name = "waffles"
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icon_state = "waffles"
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plate
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name = "Plate"
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obj/item/trash/plate
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name = "plate"
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icon_state = "plate"
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snack_bowl
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name = "Snack bowl"
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obj/item/trash/snack_bowl
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name = "snack bowl"
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icon_state = "snack_bowl"
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pistachios
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name = "Pistachios pack"
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obj/item/trash/pistachios
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name = "pistachios pack"
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icon_state = "pistachios_pack"
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semki
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name = "Semki pack"
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obj/item/trash/semki
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name = "semki pack"
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icon_state = "semki_pack"
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tray
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name = "Tray"
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obj/item/trash/tray
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name = "tray"
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icon_state = "tray"
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candle
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obj/item/trash/candle
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name = "candle"
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icon = 'icons/obj/candle.dmi'
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icon = 'iconsobj/candle.dmi'
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icon_state = "candle4"
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liquidfood
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obj/item/trash/liquidfood
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name = "\improper \"LiquidFood\" ration"
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icon_state = "liquidfood"
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/obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
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obj/item/trash/attack(mob/M as mob, mob/living/user as mob)
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return
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@@ -1,6 +1,6 @@
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//Contains the rapid construction device.
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/obj/item/weapon/rcd
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name = "rapid-construction-device (RCD)"
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name = "rapid construction device (RCD)"
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desc = "A device used to rapidly build walls and floors."
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icon = 'icons/obj/items.dmi'
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icon_state = "rcd"
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@@ -9,4 +9,3 @@
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if(empulse(src, 4, 10))
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del(src)
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return
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@@ -67,5 +67,3 @@ mechanisms<BR>
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life can drive down to only 1 use.<HR>
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No Implant Specifics"}
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return dat
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@@ -134,4 +134,3 @@
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return
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else
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return ..()
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@@ -172,5 +172,3 @@ Frequency:
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P.creator = src
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src.add_fingerprint(user)
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return
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@@ -394,20 +394,20 @@
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/obj/item/weapon/weldingtool/largetank
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name = "Industrial Welding Tool"
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name = "industrial welding tool"
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max_fuel = 40
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matter = list("metal" = 70, "glass" = 60)
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origin_tech = "engineering=2"
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/obj/item/weapon/weldingtool/hugetank
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name = "Upgraded Welding Tool"
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name = "upgraded welding tool"
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max_fuel = 80
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w_class = 3.0
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matter = list("metal" = 70, "glass" = 120)
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origin_tech = "engineering=3"
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/obj/item/weapon/weldingtool/experimental
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name = "Experimental Welding Tool"
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name = "experimental welding tool"
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max_fuel = 40
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w_class = 3.0
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matter = list("metal" = 70, "glass" = 120)
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@@ -198,4 +198,3 @@
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/obj/item/weapon/twohanded/spear/update_icon()
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icon_state = "spearglass[wielded]"
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return
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@@ -16,5 +16,3 @@
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else
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user << "\blue You are not using this to lay wire..."
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return
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@@ -93,8 +93,6 @@ LINEN BINS
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item_color = "brown"
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/obj/structure/bedsheetbin
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name = "linen bin"
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desc = "A linen bin. It looks rather cosy."
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@@ -134,4 +134,3 @@
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new /obj/item/clothing/head/helmet/thunderdome(src)
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new /obj/item/clothing/head/helmet/thunderdome(src)
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new /obj/item/clothing/head/helmet/thunderdome(src)
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@@ -1,4 +1,3 @@
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/obj/structure/closet/malf/suits
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desc = "It's a storage unit for operational gear."
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icon_state = "syndicate"
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@@ -91,11 +91,3 @@
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for(var/i = 0, i < 6, i++)
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new /obj/item/weapon/spacecash/c200(src)
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return
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@@ -1,6 +1,6 @@
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/obj/structure/closet/secure_closet/personal
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desc = "It's a secure locker for personnel. The first card swiped gains control."
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name = "personal closet"
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desc = "It's a secure locker for personnel. The first card swiped gains control."
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req_access = list(access_all_personal_lockers)
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var/registered_name = null
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@@ -1,6 +1,6 @@
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/obj/structure/curtain
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icon = 'icons/obj/curtain.dmi'
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name = "curtain"
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icon = 'icons/obj/curtain.dmi'
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icon_state = "closed"
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layer = MOB_LAYER + 0.1
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opacity = 1
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@@ -92,5 +92,3 @@
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src.health -= 2
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healthcheck()
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return
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@@ -1,7 +1,6 @@
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obj/structure/door_assembly
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icon = 'icons/obj/doors/door_assembly.dmi'
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name = "airlock assembly"
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icon = 'icons/obj/doors/door_assembly.dmi'
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icon_state = "door_as_0"
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anchored = 0
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density = 1
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@@ -17,91 +16,91 @@ obj/structure/door_assembly
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New()
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update_state()
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door_assembly_com
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obj/structure/door_assembly/door_assembly_com
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base_icon_state = "com"
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base_name = "Command Airlock"
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glass_type = "/glass_command"
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airlock_type = "/command"
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door_assembly_sec
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obj/structure/door_assembly/door_assembly_sec
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base_icon_state = "sec"
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base_name = "Security Airlock"
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glass_type = "/glass_security"
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airlock_type = "/security"
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door_assembly_eng
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obj/structure/door_assembly/door_assembly_eng
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base_icon_state = "eng"
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base_name = "Engineering Airlock"
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glass_type = "/glass_engineering"
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airlock_type = "/engineering"
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door_assembly_min
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obj/structure/door_assembly/door_assembly_min
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base_icon_state = "min"
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base_name = "Mining Airlock"
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glass_type = "/glass_mining"
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airlock_type = "/mining"
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door_assembly_atmo
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obj/structure/door_assembly/door_assembly_atmo
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base_icon_state = "atmo"
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base_name = "Atmospherics Airlock"
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glass_type = "/glass_atmos"
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airlock_type = "/atmos"
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door_assembly_research
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obj/structure/door_assembly/door_assembly_research
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base_icon_state = "res"
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base_name = "Research Airlock"
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glass_type = "/glass_research"
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airlock_type = "/research"
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door_assembly_science
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obj/structure/door_assembly/door_assembly_science
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base_icon_state = "sci"
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base_name = "Science Airlock"
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glass_type = "/glass_science"
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airlock_type = "/science"
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door_assembly_med
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obj/structure/door_assembly/door_assembly_med
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base_icon_state = "med"
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base_name = "Medical Airlock"
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glass_type = "/glass_medical"
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airlock_type = "/medical"
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door_assembly_mai
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obj/structure/door_assembly/door_assembly_mai
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base_icon_state = "mai"
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base_name = "Maintenance Airlock"
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airlock_type = "/maintenance"
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glass = -1
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door_assembly_ext
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obj/structure/door_assembly/door_assembly_ext
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base_icon_state = "ext"
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base_name = "External Airlock"
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airlock_type = "/external"
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glass = -1
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door_assembly_fre
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obj/structure/door_assembly/door_assembly_fre
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base_icon_state = "fre"
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base_name = "Freezer Airlock"
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airlock_type = "/freezer"
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glass = -1
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door_assembly_hatch
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obj/structure/door_assembly/door_assembly_hatch
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base_icon_state = "hatch"
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base_name = "Airtight Hatch"
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airlock_type = "/hatch"
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glass = -1
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door_assembly_mhatch
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obj/structure/door_assembly/door_assembly_mhatch
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base_icon_state = "mhatch"
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base_name = "Maintenance Hatch"
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airlock_type = "/maintenance_hatch"
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glass = -1
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door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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obj/structure/door_assembly/door_assembly_highsecurity // Borrowing this until WJohnston makes sprites for the assembly
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base_icon_state = "highsec"
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base_name = "High Security Airlock"
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airlock_type = "/highsecurity"
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glass = -1
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multi_tile
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obj/structure/door_assembly/multi_tile
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icon = 'icons/obj/doors/door_assembly2x1.dmi'
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dir = EAST
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var/width = 1
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||||
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@@ -331,4 +331,3 @@
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||||
desc = "A wall with sandstone plating."
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||||
icon_state = ""
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||||
mineral = "sandstone"
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||||
//------------wtf?------------end
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||||
@@ -1,6 +1,6 @@
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||||
/obj/structure/grille
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||||
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
|
||||
name = "grille"
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||||
desc = "A flimsy lattice of metal rods, with screws to secure it to the floor."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "grille"
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||||
density = 1
|
||||
|
||||
@@ -1,6 +1,6 @@
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||||
/obj/structure/lattice
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||||
desc = "A lightweight support lattice."
|
||||
name = "lattice"
|
||||
desc = "A lightweight support lattice."
|
||||
icon = 'icons/obj/structures.dmi'
|
||||
icon_state = "latticefull"
|
||||
density = 0
|
||||
|
||||
@@ -284,4 +284,3 @@
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||||
CheckHardness()
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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||||
..()
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||||
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||||
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||||
@@ -388,4 +388,3 @@
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||||
else
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||||
usr << "\red Access denied."
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||||
return
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||||
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||||
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||||
@@ -1,6 +1,5 @@
|
||||
//Vox pinning weapon.
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||||
/obj/item/weapon/gun/launcher/spikethrower
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||||
|
||||
name = "Vox spike thrower"
|
||||
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
|
||||
|
||||
@@ -65,7 +64,6 @@
|
||||
|
||||
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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||||
/obj/item/weapon/gun/energy/noisecannon
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||||
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||||
name = "alien heavy cannon"
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||||
desc = "It's some kind of enormous alien weapon, as long as a man is tall."
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
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||||
/obj/item/weapon/gun/energy
|
||||
icon_state = "energy"
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||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
icon_state = "energy"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
|
||||
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
||||
|
||||
@@ -1,6 +1,6 @@
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||||
/obj/item/weapon/gun/energy/laser
|
||||
name = "laser carbine"
|
||||
desc = "a basic weapon designed kill with concentrated energy bolts"
|
||||
desc = "A basic weapon designed to kill with concentrated energy bolts."
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
@@ -64,5 +64,4 @@
|
||||
icon_state = "m1911-p"
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
isHandgun()
|
||||
|
||||
@@ -1,4 +1,3 @@
|
||||
|
||||
/obj/item/weapon/gun/energy/taser
|
||||
name = "taser gun"
|
||||
desc = "A small, low capacity gun used for non-lethal takedowns."
|
||||
@@ -10,12 +9,6 @@
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/cyborg
|
||||
name = "taser gun"
|
||||
desc = "A small, low capacity gun used for non-lethal takedowns."
|
||||
icon_state = "taser"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/beam/stun"
|
||||
cell_type = "/obj/item/weapon/cell/secborg"
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
@@ -107,5 +100,3 @@
|
||||
force = 10
|
||||
matter = list("metal" = 200000)
|
||||
projectile_type = "/obj/item/projectile/energy/bolt/large"
|
||||
|
||||
|
||||
|
||||
@@ -3,8 +3,8 @@
|
||||
#define MAGAZINE 2
|
||||
|
||||
/obj/item/weapon/gun/projectile
|
||||
desc = "A classic revolver. Uses 357 ammo"
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses 357 ammo"
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
@@ -118,4 +118,3 @@
|
||||
if(istype(AC))
|
||||
bullets += 1
|
||||
return bullets
|
||||
|
||||
|
||||
@@ -144,3 +144,4 @@
|
||||
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
|
||||
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
|
||||
rough and poor attempt at making that happen. -Ausops */
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
//AMMUNITION
|
||||
|
||||
/obj/item/weapon/arrow
|
||||
|
||||
name = "bolt"
|
||||
desc = "It's got a tip for you - get the point?"
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
@@ -28,7 +27,6 @@
|
||||
item_state = "bolt"
|
||||
|
||||
/obj/item/weapon/arrow/quill
|
||||
|
||||
name = "vox quill"
|
||||
desc = "A wickedly barbed quill from some bizarre animal."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
@@ -37,7 +35,6 @@
|
||||
throwforce = 5
|
||||
|
||||
/obj/item/weapon/arrow/rod
|
||||
|
||||
name = "metal rod"
|
||||
desc = "Don't cry for me, Orithena."
|
||||
icon_state = "metal-rod"
|
||||
@@ -50,7 +47,6 @@
|
||||
src.Del()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow
|
||||
|
||||
name = "powered crossbow"
|
||||
desc = "A 2557AD twist on an old classic. Pick up that can."
|
||||
icon_state = "crossbow"
|
||||
@@ -173,7 +169,6 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
|
||||
|
||||
if(!user || !cell || !in_chamber) return
|
||||
if(cell.charge < 500) return
|
||||
if(in_chamber.throwforce >= 15) return
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
|
||||
@@ -27,7 +27,6 @@
|
||||
tank_container.tag = "gas_tank_holder"
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
|
||||
|
||||
set name = "Set Valve Pressure"
|
||||
set category = "Object"
|
||||
set src in range(0)
|
||||
@@ -37,7 +36,6 @@
|
||||
usr << "You dial the pressure valve to [pressure_setting]%."
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
|
||||
|
||||
set name = "Eject Tank"
|
||||
set category = "Object"
|
||||
set src in range(0)
|
||||
@@ -79,7 +77,6 @@
|
||||
user << "That won't fit into the hopper."
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
|
||||
|
||||
if(contents.len > 0)
|
||||
var/obj/item/removing = contents[contents.len]
|
||||
if(removing == in_chamber)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/weapon/gun/projectile/detective
|
||||
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
|
||||
name = "revolver"
|
||||
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
|
||||
icon_state = "detective"
|
||||
max_shells = 6
|
||||
caliber = "38"
|
||||
@@ -71,8 +71,8 @@
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
name = "\improper Colt M1911"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
icon_state = "colt"
|
||||
max_shells = 7
|
||||
caliber = ".45"
|
||||
@@ -113,7 +113,6 @@
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/proc/Spin()
|
||||
|
||||
for(var/obj/item/ammo_casing/AC in loaded)
|
||||
del(AC)
|
||||
loaded = list()
|
||||
@@ -126,7 +125,6 @@
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
|
||||
if(!A) return
|
||||
|
||||
var/num_loaded = 0
|
||||
@@ -155,13 +153,11 @@
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
|
||||
|
||||
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
|
||||
if(getAmmo() > 0)
|
||||
Spin()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
|
||||
|
||||
if(!loaded.len)
|
||||
user.visible_message("\red *click*", "\red *click*")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
@@ -186,4 +182,3 @@
|
||||
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
/obj/item/weapon/gun/rocketlauncher
|
||||
var/projectile
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
@@ -11,7 +10,7 @@
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
projectile = /obj/item/missile
|
||||
var/projectile = /obj/item/missile
|
||||
var/missile_speed = 2
|
||||
var/missile_range = 30
|
||||
var/max_rockets = 1
|
||||
|
||||
@@ -85,4 +85,3 @@
|
||||
|
||||
del(M)
|
||||
return new_mob
|
||||
|
||||
|
||||
@@ -65,4 +65,3 @@
|
||||
damage = 20
|
||||
damage_type = TOX
|
||||
irradiate = 20
|
||||
|
||||
|
||||
Reference in New Issue
Block a user