mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 02:34:00 +00:00
Remove CHOMPEdit codes + _ch files added, given upstream ports in progress
As stated, per maintainer/headmin request (and common sense).
This commit is contained in:
@@ -452,7 +452,6 @@
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//YAWNEDIT: Knockdown code end
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// CHOMPEdit: TGMC Ammo HUD insertion:
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user.hud_used.update_ammo_hud(user, src)
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// Similar to the above proc, but does not require a user, which is ideal for things like turrets.
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@@ -778,9 +777,35 @@
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var/datum/firemode/new_mode = firemodes[sel_mode]
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new_mode.apply_to(src)
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to_chat(user, "<span class='notice'>\The [src] is now set to [new_mode.name].</span>")
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user.hud_used.update_ammo_hud(user, src) // CHOMPEdit: TGMC Ammo HUD
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user.hud_used.update_ammo_hud(user, src)
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return new_mode
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/obj/item/weapon/gun/attack_self(mob/user)
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switch_firemodes(user)
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/* TGMC Ammo HUD Port Begin */
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/obj/item/weapon/gun
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var/hud_enabled = TRUE
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/obj/item/weapon/gun/proc/has_ammo_counter()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_type()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_count()
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return FALSE
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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..()
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@@ -1,28 +1,3 @@
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/obj/item/weapon/gun
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var/holy = 0 //For Divinely blessed guns
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/* TGMC Ammo HUD Port Begin */
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/obj/item/weapon/gun
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var/hud_enabled = TRUE
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/obj/item/weapon/gun/proc/has_ammo_counter()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_type()
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return FALSE
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/obj/item/weapon/gun/proc/get_ammo_count()
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return FALSE
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/obj/item/weapon/gun/equipped(mob/living/user, slot) // When a gun is equipped to your hands, we'll add the HUD to the user. Pending porting over TGMC guncode where wielding is far more sensible.
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if(slot == slot_l_hand || slot == slot_r_hand)
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user.hud_used.add_ammo_hud(user, src)
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else
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user.hud_used.remove_ammo_hud(user, src)
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return ..()
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/obj/item/weapon/gun/dropped(mob/living/user) // Ditto as above, we remove the HUD. Pending porting TGMC code to clean up this fucking nightmare of spaghetti.
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user.hud_used.remove_ammo_hud(user, src)
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..()
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@@ -55,8 +55,8 @@
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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var/mob/living/M = loc // CHOMPEdit: TGMC Ammo HUD
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if(istype(M)) // CHOMPEdit: TGMC Ammo HUD
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var/mob/living/M = loc
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if(istype(M))
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M?.hud_used.update_ammo_hud(M, src)
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if (chambered)
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@@ -103,8 +103,8 @@
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if(handle_casings != HOLD_CASINGS)
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chambered = null
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var/mob/living/M = loc // CHOMPEdit: TGMC Ammo HUD
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if(istype(M)) // CHOMPEdit: TGMC Ammo HUD
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var/mob/living/M = loc
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if(istype(M))
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M?.hud_used.update_ammo_hud(M, src)
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@@ -139,6 +139,10 @@
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var/impact_effect_type = null
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var/list/impacted_mobs = list()
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// TGMC Ammo HUD Port
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var/hud_state = "unknown" // What HUD state we use when we have ammunition.
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var/hud_state_empty = "unknown" // The empty state. DON'T USE _FLASH IN THE NAME OF THE EMPTY STATE STRING, THAT IS ADDED BY THE CODE.
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/obj/item/projectile/proc/Range()
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range--
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@@ -72,33 +72,33 @@
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/obj/item/projectile/bullet/pistol // 9mm pistols and most SMGs. Sacrifice power for capacity.
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fire_sound = 'sound/weapons/gunshot2.ogg'
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damage = 20
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hud_state = "pistol" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state_empty = "pistol_empty" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol"
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hud_state_empty = "pistol_empty"
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/obj/item/projectile/bullet/pistol/ap
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damage = 15
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armor_penetration = 30
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hud_state = "pistol_light_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_light_ap"
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/obj/item/projectile/bullet/pistol/hp
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damage = 25
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armor_penetration = -50
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hud_state = "pistol_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_ap"
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/obj/item/projectile/bullet/pistol/medium // .45 (and maybe .40 if it ever gets added) caliber security pistols. Balance between capacity and power.
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fire_sound = 'sound/weapons/gunshot3.ogg' // Snappier sound.
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damage = 25
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hud_state = "pistol" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol"
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/obj/item/projectile/bullet/pistol/medium/ap
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damage = 20
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armor_penetration = 15
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hud_state = "pistol_light_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_light_ap"
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/obj/item/projectile/bullet/pistol/medium/hp
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damage = 30
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armor_penetration = -50
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hud_state = "pistol_ap" // CHOMPEdit: Putting these here for easier upstream porting.
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hud_state = "pistol_ap"
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/obj/item/projectile/bullet/pistol/strong // .357 and .44 caliber stuff. High power pistols like the Mateba or Desert Eagle. Sacrifice capacity for power.
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fire_sound = 'sound/weapons/gunshot4.ogg'
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@@ -1,8 +1,6 @@
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/obj/item/projectile
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/// If this projectile is holy. Silver bullets, etc. Currently no effects.
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var/holy = 0
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var/hud_state = "unknown" // TGMC Ammo HUD Port
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var/hud_state_empty = "unknown" // TGMC Ammo HUD Port
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/obj/item/projectile/bullet/pellet/shotgun/silver
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name = "shrapnel"
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