Blueshield updates. New shotgun.

Semiauto revolver shotgun for Blueshield and Warden. Sprites are placeholder.

Blueshield spawn gear boxes for weapon choice now.
This commit is contained in:
Hawk_v3
2018-06-29 00:16:33 +01:00
parent 60e5201692
commit 9a38e88b9f
10 changed files with 111 additions and 10 deletions

View File

@@ -58,8 +58,8 @@
modifystate = "x01stun"
firemodes = list(
list(mode_name="stun", projectile_type= /obj/item/projectile/energy/electrode/x01stunshot, modifystate="x01stun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 240),
list(mode_name="laser", projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
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),
list(mode_name="laser", fire_delay = 8, projectile_type=/obj/item/projectile/beam, modifystate="x01laser", fire_sound='sound/weapons/Laser.ogg', charge_cost = 480),
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)
)

View File

@@ -332,6 +332,10 @@
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))
)
//YW EDIT
/obj/item/weapon/gun/projectile/automatic/p90/blueshield
magazine_type = /obj/item/ammo_magazine/m9mm/rubber //Because a 50 round AP mag isn't really what we want for our defender.
/obj/item/weapon/gun/projectile/automatic/p90/update_icon()
icon_state = "p90smg-[ammo_magazine ? round(ammo_magazine.stored_ammo.len, 6) : "empty"]"

View File

@@ -0,0 +1,53 @@
/obj/item/weapon/gun/projectile/revolvershotgun
name = "jackhammer, probably"
desc = "Uses 12g rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "shotgun-mag"
item_state = null
w_class = ITEMSIZE_LARGE
force = 10
caliber = "12g"
origin_tech = list(TECH_COMBAT = 6, TECH_MATERIAL = 4, TECH_ILLEGAL = 2)
slot_flags = SLOT_BACK|SLOT_BELT|SLOT_HOLSTER
handle_casings = CYCLE_CASINGS
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m12gdrumjack/beanbag
allowed_magazines = list(/obj/item/ammo_magazine/m12gdrumjack)
projectile_type = /obj/item/projectile/bullet/shotgun
/obj/item/weapon/gun/projectile/revolvershotgun/update_icon()
..()
if(ammo_magazine)
icon_state = "shotgun-mag"
else
icon_state = "shotgun-empty"
return
/obj/item/ammo_magazine/m12gdrumjack
name = "drum magazine (12 gauge slug)"
desc = "A magazine for a revolver shotgun."
icon = 'icons/obj/ammo_yw.dmi'
icon_state = "12g"
mag_type = MAGAZINE
caliber = "12g"
matter = list(DEFAULT_WALL_MATERIAL = 13000) //did the math. now fixed the exploityness of this thing. Have fun!
ammo_type = /obj/item/ammo_casing/a12g
max_ammo = 8
multiple_sprites = 1
/obj/item/ammo_magazine/m12gdrumjack/beanbag
name = "drum magazine (12 gauge beanbag)"
ammo_type = /obj/item/ammo_casing/a12g/beanbag
/obj/item/ammo_magazine/m12gdrumjack/pellet
name = "drum magazine (12 gauge pellet)"
ammo_type = /obj/item/ammo_casing/a12g/pellet
/obj/item/ammo_magazine/m12gdrumjack/flash
name = "drum magazine (12 gauge flash)"
ammo_type = /obj/item/ammo_casing/a12g/flash
/obj/item/ammo_magazine/m12gdrumjack/empty
name = "drum magazine (12 gauge)"
initial_ammo = 0