Merge pull request #8259 from mwerezak/gun-rewrite

Gun fixes
This commit is contained in:
PsiOmegaDelta
2015-02-25 07:21:29 +01:00
13 changed files with 145 additions and 64 deletions

View File

@@ -19,6 +19,7 @@
user.drop_from_inventory(holstered)
holstered.loc = src
holstered.add_fingerprint(user)
w_class = max(w_class, holstered.w_class)
user.visible_message("<span class='notice'>[user] holsters \the [holstered].</span>", "<span class='notice'>You holster \the [holstered].</span>")
/obj/item/clothing/accessory/holster/proc/unholster(mob/user as mob)
@@ -41,6 +42,7 @@
user.put_in_hands(holstered)
holstered.add_fingerprint(user)
holstered = null
w_class = initial(w_class)
/obj/item/clothing/accessory/holster/attack_hand(mob/user as mob)
if (has_suit) //if we are part of a suit

View File

@@ -64,7 +64,7 @@
if(istype(w_uniform,/obj/item/clothing/under))
var/obj/item/clothing/under/U = w_uniform
if(U.accessories.len)
tie_msg += " with [lowertext(english_list(U.accessories))]"
tie_msg += ". Attached to it is [lowertext(english_list(U.accessories))]"
if(w_uniform.blood_DNA)
msg += "<span class='warning'>[t_He] [t_is] wearing \icon[w_uniform] [w_uniform.gender==PLURAL?"some":"a"] [(w_uniform.blood_color != "#030303") ? "blood" : "oil"]-stained [w_uniform.name][tie_msg]!</span>\n"

View File

@@ -109,7 +109,7 @@
initial_ammo = 0
/obj/item/ammo_magazine/a556
name = "magazine (5.56)"
name = "magazine (5.56mm)"
icon_state = "5.56"
origin_tech = "combat=2"
mag_type = MAGAZINE

View File

@@ -6,12 +6,11 @@
fire_sound = 'sound/weapons/Laser.ogg'
slot_flags = SLOT_BELT|SLOT_BACK
w_class = 3
force = 10 //it has a stock, might as well give some kind of perk over the egun
force = 10
matter = list("metal" = 2000)
origin_tech = "combat=3;magnets=2"
projectile_type = /obj/item/projectile/beam
charge_cost = 75
fire_delay = 1
fire_delay = 1 //rapid fire
/obj/item/weapon/gun/energy/laser/mounted
self_recharge = 1
@@ -34,6 +33,7 @@ obj/item/weapon/gun/energy/laser/retro
force = 5
slot_flags = SLOT_BELT
origin_tech = null
charge_cost = 200 //to compensate a bit for self-recharging
self_recharge = 1

View File

@@ -1,6 +1,6 @@
/obj/item/weapon/gun/launcher/grenade
name = "grenade launcher"
desc = "A bulky pump-action grenade launcher. Holds up to 5 grenades in a revolving magazine."
desc = "A bulky pump-action grenade launcher. Holds up to 6 grenades in a revolving magazine."
icon_state = "riotgun"
item_state = "riotgun"
w_class = 4
@@ -14,7 +14,7 @@
var/obj/item/weapon/grenade/chambered
var/list/grenades = new/list()
var/max_grenades = 4 //holds this + one in the chamber
var/max_grenades = 5 //holds this + one in the chamber
matter = list("metal" = 2000)
//revolves the magazine, allowing players to choose between multiple grenade types
@@ -42,30 +42,36 @@
if(chambered)
user << "\A [chambered] is chambered."
/obj/item/weapon/gun/launcher/grenade/proc/load(obj/item/weapon/grenade/G, mob/user)
if(grenades.len >= max_grenades)
user << "<span class='warning'>[src] is full.</span>"
return
user.remove_from_mob(G)
G.loc = src
grenades.Insert(1, G) //add to the head of the list, so that it is loaded on the next pump
user.visible_message("[user] inserts \a [G] into [src].", "<span class='notice'>You insert \a [G] into [src].</span>")
/obj/item/weapon/gun/launcher/grenade/proc/unload(mob/user)
if(grenades.len)
var/obj/item/weapon/grenade/G = grenades[grenades.len]
grenades.len--
user.put_in_hands(G)
user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
else
user << "<span class='warning'>[src] is empty.</span>"
/obj/item/weapon/gun/launcher/grenade/attack_self(mob/user)
pump(user)
/obj/item/weapon/gun/launcher/grenade/attackby(obj/item/I, mob/user)
if((istype(I, /obj/item/weapon/grenade)))
if(grenades.len >= max_grenades)
user << "<span class='warning'>[src] is full.</span>"
return
user.remove_from_mob(I)
I.loc = src
grenades.Insert(1, I) //add to the head of the list, so that it is loaded on the next pump
user.visible_message("[user] inserts \a [I] into [src].", "<span class='notice'>You insert \a [I] into [src].</span>")
load(I, user)
else
..()
/obj/item/weapon/gun/launcher/grenade/attack_hand(mob/user)
if(user.get_inactive_hand() == src)
if(grenades.len)
var/obj/item/weapon/grenade/G = grenades[grenades.len]
grenades.len--
user.put_in_hands(G)
user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
else
user << "<span class='warning'>[src] is empty.</span>"
unload(user)
else
..()
@@ -79,3 +85,32 @@
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
chambered = null
//Underslung grenade launcher to be used with the Z8
/obj/item/weapon/gun/launcher/grenade/underslung
name = "underslung grenade launcher"
desc = "Not much more than a tube and a firing mechanism, this grenade launcher is designed to be fitted to a rifle."
w_class = 3
force = 5
max_grenades = 0
/obj/item/weapon/gun/launcher/grenade/underslung/attack_self()
return
//load and unload directly into chambered
/obj/item/weapon/gun/launcher/grenade/underslung/load(obj/item/weapon/grenade/G, mob/user)
if(chambered)
user << "<span class='warning'>[src] is already loaded.</span>"
return
user.remove_from_mob(G)
G.loc = src
chambered = G
user.visible_message("[user] load \a [G] into [src].", "<span class='notice'>You load \a [G] into [src].</span>")
/obj/item/weapon/gun/launcher/grenade/underslung/unload(mob/user)
if(chambered)
user.put_in_hands(chambered)
user.visible_message("[user] removes \a [chambered] from [src].", "<span class='notice'>You remove \a [chambered] from [src].</span>")
chambered = null
else
user << "<span class='warning'>[src] is empty.</span>"

View File

@@ -47,6 +47,23 @@
icon_state = "c20r"
return
/obj/item/weapon/gun/projectile/automatic/sts35
name = "\improper STS-35 automatic rifle"
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked."
icon_state = "arifle"
item_state = "shotgun"
w_class = 4
force = 10
caliber = "a762"
origin_tech = "combat=6;materials=1;syndicate=4"
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/c762
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
..()
icon_state = (ammo_magazine)? "arifle-0" : "arifle"
/obj/item/weapon/gun/projectile/automatic/wt550
name = "\improper W-T 550 Saber"
desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds."
@@ -70,7 +87,7 @@
/obj/item/weapon/gun/projectile/automatic/z8
name = "\improper Z8 Bulldog"
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it."
desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds and has an underslung grenade launcher. Makes you feel like a space marine when you hold it."
icon_state = "carbine"
item_state = "shotgun"
w_class = 4
@@ -82,6 +99,37 @@
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/a556
auto_eject = 1
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
var/use_launcher = 0
var/obj/item/weapon/gun/launcher/grenade/underslung/launcher
/obj/item/weapon/gun/projectile/automatic/z8/New()
..()
launcher = new(src)
/obj/item/weapon/gun/projectile/automatic/z8/attack_self(mob/user)
use_launcher = !use_launcher
user << "<span class='notice'>You switch to [use_launcher? "\the [launcher]" : "firing normally"].</span>"
/obj/item/weapon/gun/projectile/automatic/z8/attackby(obj/item/I, mob/user)
if((istype(I, /obj/item/weapon/grenade)))
launcher.load(I, user)
else
..()
/obj/item/weapon/gun/projectile/automatic/z8/attack_hand(mob/user)
if(user.get_inactive_hand() == src && use_launcher)
launcher.unload(user)
else
..()
/obj/item/weapon/gun/projectile/automatic/z8/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
if(use_launcher)
launcher.Fire(target, user, params, pointblank, reflex)
else
..()
/obj/item/weapon/gun/projectile/automatic/z8/update_icon()
..()
@@ -91,22 +139,12 @@
icon_state = "carbine"
return
/obj/item/weapon/gun/projectile/automatic/sts35
name = "\improper STS-35 automatic rifle"
desc = "A durable, rugged looking automatic weapon of a make popular on the frontier. Uses 7.62mm rounds. It is unmarked."
icon_state = "assltrifle"
item_state = "shotgun"
w_class = 4
force = 10
caliber = "a762"
origin_tech = "combat=6;materials=1;syndicate=4"
slot_flags = SLOT_BACK
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/c762
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
/obj/item/weapon/gun/projectile/automatic/z8/examine(mob/user)
..()
icon_state = (ammo_magazine)? "assltrifle" : "assltrifle-noclip"
if(launcher.chambered)
user << "\The [launcher] has \a [launcher.chambered] loaded."
else
user << "\The [launcher] is empty."
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "\improper L6 SAW"

View File

@@ -7,11 +7,6 @@
origin_tech = "combat=2;materials=2"
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/colt/flash
name = "\improper Colt M1911 signal pistol"
desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 signal flash rounds."
magazine_type = /obj/item/ammo_magazine/c45m/flash
/obj/item/weapon/gun/projectile/colt/detective
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
magazine_type = /obj/item/ammo_magazine/c45m/rubber
@@ -35,14 +30,18 @@
return 1
/obj/item/weapon/gun/projectile/sec
desc = "A Nanotrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses less-than-lethal .45 rounds."
name = "\improper NT Mk58"
icon_state = "secguncomp"
magazine_type = /obj/item/ammo_magazine/c45m/rubber
caliber = ".45"
origin_tech = "combat=3;materials=2"
origin_tech = "combat=2;materials=2"
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/sec/flash
name = "\improper NT Mk58 signal pistol"
desc = "A NanoTrasen designed sidearm, found pretty much everywhere humans are. Uses .45 signal flash rounds."
magazine_type = /obj/item/ammo_magazine/c45m/flash
/obj/item/weapon/gun/projectile/sec/wood
desc = "A Nanotrasen designed sidearm, this one has a sweet wooden grip. Uses less-than-lethal .45 rounds."

View File

@@ -43,7 +43,7 @@
name = "combat shotgun"
icon_state = "cshotgun"
origin_tech = "combat=5;materials=2"
max_shells = 8
max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
ammo_type = /obj/item/ammo_casing/shotgun

View File

@@ -19,7 +19,7 @@
mob_passthrough_check = 1
else
mob_passthrough_check = 0
..()
return ..()
/obj/item/projectile/bullet/can_embed()
//prevent embedding if the projectile is passing through the mob
@@ -43,10 +43,10 @@
var/chance = 0
if(istype(A, /turf/simulated/wall))
var/turf/simulated/wall/W = A
chance = round(damage/W.damage_cap*250)
chance = round(damage/W.damage_cap*180)
else if(istype(A, /obj/machinery/door))
var/obj/machinery/door/D = A
chance = round(damage/D.maxhealth*150)
chance = round(damage/D.maxhealth*180)
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
chance = 100
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
@@ -141,7 +141,7 @@
penetrating = 1
/obj/item/projectile/bullet/rifle/a145
damage = 60
damage = 80
stun = 3
weaken = 3
penetrating = 5