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Blueshield updates. New shotgun.
Semiauto revolver shotgun for Blueshield and Warden. Sprites are placeholder. Blueshield spawn gear boxes for weapon choice now.
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@@ -58,8 +58,8 @@
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modifystate = "x01stun"
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firemodes = list(
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list(mode_name="stun", projectile_type= /obj/item/projectile/energy/electrode/x01stunshot, modifystate="x01stun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
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list(mode_name="laser", projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
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list(mode_name="stun", fire_delay = 8, projectile_type= /obj/item/projectile/energy/electrode/x01stunshot, modifystate="x01stun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
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list(mode_name="laser", fire_delay = 8, projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
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list(mode_name="gauss", fire_delay=15, projectile_type=/obj/item/projectile/energy/gauss, modifystate="x01gauss", fire_sound='sound/weapons/gauss_shoot.ogg', charge_cost = 360)
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)
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@@ -332,6 +332,10 @@
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list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-15,-15), dispersion=list(0.0, 0.6, 1.0))
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)
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//YW EDIT
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/obj/item/weapon/gun/projectile/automatic/p90/blueshield
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magazine_type = /obj/item/ammo_magazine/m9mm/rubber //Because a 50 round AP mag isn't really what we want for our defender.
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/obj/item/weapon/gun/projectile/automatic/p90/update_icon()
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icon_state = "p90smg-[ammo_magazine ? round(ammo_magazine.stored_ammo.len, 6) : "empty"]"
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53
code/modules/projectiles/guns/projectile/shotgun_yw.dm
Normal file
53
code/modules/projectiles/guns/projectile/shotgun_yw.dm
Normal file
@@ -0,0 +1,53 @@
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/obj/item/weapon/gun/projectile/revolvershotgun
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name = "jackhammer, probably"
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desc = "Uses 12g rounds."
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icon = 'icons/obj/gun_vr.dmi'
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icon_state = "shotgun-mag"
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item_state = null
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w_class = ITEMSIZE_LARGE
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force = 10
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_ILLEGAL = 2)
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slot_flags = SLOT_BACK|SLOT_BELT|SLOT_HOLSTER
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handle_casings = CYCLE_CASINGS
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/m12gdrumjack/beanbag
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allowed_magazines = list(/obj/item/ammo_magazine/m12gdrumjack)
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projectile_type = /obj/item/projectile/bullet/shotgun
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/obj/item/weapon/gun/projectile/revolvershotgun/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "shotgun-mag"
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else
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icon_state = "shotgun-empty"
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return
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/obj/item/ammo_magazine/m12gdrumjack
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name = "drum magazine (12 gauge slug)"
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desc = "A magazine for a revolver shotgun."
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icon = 'icons/obj/ammo_yw.dmi'
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icon_state = "12g"
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mag_type = MAGAZINE
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caliber = "12g"
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matter = list(DEFAULT_WALL_MATERIAL = 13000) //did the math. now fixed the exploityness of this thing. Have fun!
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ammo_type = /obj/item/ammo_casing/a12g
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max_ammo = 8
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multiple_sprites = 1
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/obj/item/ammo_magazine/m12gdrumjack/beanbag
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name = "drum magazine (12 gauge beanbag)"
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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/obj/item/ammo_magazine/m12gdrumjack/pellet
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name = "drum magazine (12 gauge pellet)"
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ammo_type = /obj/item/ammo_casing/a12g/pellet
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/obj/item/ammo_magazine/m12gdrumjack/flash
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name = "drum magazine (12 gauge flash)"
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ammo_type = /obj/item/ammo_casing/a12g/flash
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/obj/item/ammo_magazine/m12gdrumjack/empty
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name = "drum magazine (12 gauge)"
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initial_ammo = 0
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