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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Replaces the standard .45 pistol with the Detective's.
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@@ -715,8 +715,8 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
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/obj/item/weapon/gun/energy/gun,
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/obj/item/weapon/gun/energy/taser,
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/obj/item/weapon/gun/energy/taser,
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/colt/detective,
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/obj/item/weapon/gun/projectile/colt/detective,
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/obj/item/weapon/storage/box/flashbangs,
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/obj/item/weapon/storage/box/flashbangs)
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cost = 40
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@@ -86,8 +86,7 @@ var/datum/antagonist/raider/raiders
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet,
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn,
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/obj/item/weapon/gun/projectile/colt,
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/colt/detective,
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/obj/item/weapon/gun/projectile/pistol,
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/obj/item/weapon/gun/projectile/revolver,
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/obj/item/weapon/gun/projectile/pirate
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@@ -28,11 +28,12 @@
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/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
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set name = "Name Gun"
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set category = "Object"
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set desc = "Rename your gun. If you're the detective."
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set desc = "Rename your gun. If you're Security."
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var/mob/M = usr
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if(!M.mind) return 0
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if(!M.mind.assigned_role == "Detective")
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var/job = M.mind.assigned_role
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if(job != "Detective" && job != "Security Officer" && job != "Warden" && job != "Head of Security")
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M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
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return 0
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@@ -44,9 +45,9 @@
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return 1
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/obj/item/weapon/gun/projectile/colt/detective/verb/reskin_gun()
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set name = "Reskin gun"
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set name = "Resprite gun"
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set category = "Object"
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set desc = "Click to reskin your gun."
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set desc = "Click to choose a sprite for your gun."
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var/mob/M = usr
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var/list/options = list()
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@@ -57,11 +58,11 @@
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options["H&K VP"] = "VP78"
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options["P08 Luger"] = "p08"
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options["P08 Luger, Brown"] = "p08b"
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var/choice = input(M,"What do you want to skin the gun to?","Reskin Gun") in options
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var/choice = input(M,"What do you want the gun's sprite to be?","Resprite Gun") in options
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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unique_reskin = options[choice]
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M << "Your gun is now skinned as [choice]. Say hello to your new friend."
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M << "Your gun is now sprited as [choice]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/sec
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@@ -45,7 +45,7 @@ var/global/list/datum/supply_drop_loot/supply_drop
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/datum/supply_drop_loot/ballistics/New()
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..()
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contents = list(
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/colt/detective,
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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/obj/item/weapon/gun/projectile/automatic/wt550,
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@@ -57,7 +57,7 @@ var/global/list/datum/supply_drop_loot/supply_drop
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/datum/supply_drop_loot/ballistics/New()
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..()
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contents = list(
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/obj/item/weapon/gun/projectile/sec,
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/obj/item/weapon/gun/projectile/colt/detective,
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel,
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/obj/item/weapon/gun/projectile/shotgun/pump/combat,
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/obj/item/weapon/gun/projectile/automatic/wt550,
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@@ -1591,7 +1591,7 @@
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"aEE" = (/obj/machinery/door/airlock/security{name = "Equipment Storage"; req_access = list(2)},/obj/structure/cable/green{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/structure/cable/green{d1 = 2; d2 = 8; icon_state = "2-8"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/obj/machinery/atmospherics/pipe/simple/hidden/supply,/obj/machinery/door/firedoor/border_only,/turf/simulated/floor/tiled,/area/security/security_equiptment_storage)
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"aEF" = (/turf/simulated/wall,/area/security/security_equiptment_storage)
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"aEG" = (/obj/structure/table/rack,/obj/structure/window/reinforced{dir = 8},/obj/structure/window/reinforced,/obj/item/clothing/suit/storage/vest/heavy/officer,/obj/item/clothing/suit/storage/vest/heavy/officer,/obj/item/clothing/suit/storage/vest/heavy/officer,/obj/machinery/door/window/brigdoor/northleft{name = "Weapons locker"; req_access = list(3)},/obj/effect/floor_decal/industrial/outline/yellow,/obj/item/clothing/suit/storage/vest/heavy/officer,/obj/structure/window/reinforced{dir = 4},/turf/simulated/floor/tiled,/area/security/security_equiptment_storage)
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"aEH" = (/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/table/rack,/obj/random/handgun,/obj/random/handgun,/obj/random/handgun,/obj/random/handgun,/obj/machinery/door/window/brigdoor/northleft{name = "Weapons locker"; req_access = list(2)},/obj/effect/floor_decal/industrial/outline/yellow,/obj/structure/window/reinforced{dir = 8},/turf/simulated/floor/tiled,/area/security/security_equiptment_storage)
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"aEH" = (/obj/structure/window/reinforced,/obj/structure/window/reinforced{dir = 4},/obj/structure/table/rack,/obj/machinery/door/window/brigdoor/northleft{name = "Weapons locker"; req_access = list(2)},/obj/effect/floor_decal/industrial/outline/yellow,/obj/structure/window/reinforced{dir = 8},/obj/item/weapon/gun/projectile/colt/detective,/obj/item/weapon/gun/projectile/colt/detective,/obj/item/weapon/gun/projectile/colt/detective,/obj/item/weapon/gun/projectile/colt/detective,/turf/simulated/floor/tiled,/area/security/security_equiptment_storage)
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"aEI" = (/obj/machinery/disposal,/obj/machinery/alarm{dir = 4; icon_state = "alarm0"; pixel_x = -22},/obj/structure/disposalpipe/trunk,/obj/effect/floor_decal/industrial/outline/grey,/turf/simulated/floor/tiled/dark,/area/security/warden)
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"aEJ" = (/obj/structure/closet/secure_closet/warden,/obj/item/device/megaphone,/obj/effect/floor_decal/industrial/outline/grey,/turf/simulated/floor/tiled/dark,/area/security/warden)
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"aEK" = (/obj/structure/table/reinforced,/obj/item/weapon/book/manual/security_space_law{pixel_x = -3; pixel_y = 5},/obj/item/weapon/stamp/denied{pixel_x = 5},/obj/item/weapon/stamp,/turf/simulated/floor/tiled/dark,/area/security/warden)
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