mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Integrated crossbows/pneumatic cannons into launcher gun type, added back sprites.
This commit is contained in:
@@ -218,7 +218,7 @@
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//Point blank shooting if on harm intent or target we were targeting.
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if(user.a_intent == "hurt")
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user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
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in_chamber.damage *= 1.3
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if(istype(in_chamber)) in_chamber.damage *= 1.3
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Fire(M,user)
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return
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else if(target && M in target)
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@@ -1,19 +1,5 @@
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//Vox pinning weapon.
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//Ammo.
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/obj/item/weapon/spike
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name = "alloy spike"
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desc = "It's about a foot of weird silver metal with a wicked point."
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sharp = 1
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edge = 0
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throwforce = 5
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w_class = 2
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icon = 'icons/obj/weapons.dmi'
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icon_state = "metal-rod"
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item_state = "bolt"
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//Launcher.
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/obj/item/weapon/spikethrower
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/obj/item/weapon/gun/launcher/spikethrower
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name = "Vox spike thrower"
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desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
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@@ -22,97 +8,60 @@
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var/spike_gen_time = 100
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var/max_spikes = 3
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var/spikes = 3
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var/obj/item/weapon/spike/spike
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var/fire_force = 30
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//Going to make an effort to get this compatible with the threat targetting system.
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var/tmp/list/mob/living/target
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var/tmp/mob/living/last_moved_mob
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release_force = 30
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icon = 'icons/obj/gun.dmi'
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icon_state = "spikethrower3"
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item_state = "spikethrower"
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fire_sound_text = "a strange noise"
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fire_sound = 'sound/weapons/bladeslice.ogg'
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/obj/item/weapon/spikethrower/New()
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/obj/item/weapon/gun/launcher/spikethrower/New()
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..()
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processing_objects.Add(src)
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last_regen = world.time
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/obj/item/weapon/spikethrower/Del()
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/obj/item/weapon/gun/launcher/spikethrower/Del()
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processing_objects.Remove(src)
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..()
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/obj/item/weapon/spikethrower/process()
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/obj/item/weapon/gun/launcher/spikethrower/process()
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if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
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spikes++
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last_regen = world.time
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update_icon()
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/obj/item/weapon/spikethrower/examine()
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/obj/item/weapon/gun/launcher/spikethrower/examine()
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..()
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usr << "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining."
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/obj/item/weapon/spikethrower/update_icon()
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/obj/item/weapon/gun/launcher/spikethrower/update_icon()
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icon_state = "spikethrower[spikes]"
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/obj/item/weapon/spikethrower/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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if(flag) return
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if(user && user.client && user.client.gun_mode && !(A in target))
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//TODO: Make this compatible with targetting (prolly have to actually make it a gun subtype, ugh.)
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//PreFire(A,user,params)
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else
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Fire(A,user,params)
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/obj/item/weapon/spikethrower/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (M == user && user.zone_sel.selecting == "mouth")
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M.visible_message("\red [user] attempts without success to fit [src] into their mouth.")
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return
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if (spikes > 0)
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if(user.a_intent == "hurt")
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user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
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Fire(M,user)
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return
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else if(target && M in target)
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Fire(M,user)
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return
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else
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return ..()
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/obj/item/weapon/spikethrower/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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add_fingerprint(user)
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var/turf/curloc = get_turf(user)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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/obj/item/weapon/gun/launcher/spikethrower/emp_act(severity)
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return
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/obj/item/weapon/gun/launcher/spikethrower/special_check(user)
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if(istype(user,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = user
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if(H.species && H.species.name != "Vox")
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user << "\red The weapon does not respond to you!"
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return
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else
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user << "\red The weapon does not respond to you!"
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return
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if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
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user << "\red \The [src] does not respond to you!"
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return 0
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return 1
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if(spikes <= 0)
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user << "\red The weapon has nothing to fire!"
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return
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/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
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return
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if(!spike)
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spike = new(src) //Create a spike.
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spike.add_fingerprint(user)
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spikes--
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/obj/item/weapon/gun/launcher/spikethrower/load_into_chamber()
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if(in_chamber) return 1
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if(spikes < 1) return 0
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user.visible_message("\red [user] fires [src]!", "\red You fire [src]!")
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spike.loc = get_turf(src)
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spike.throw_at(target,10,fire_force)
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spike = null
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update_icon()
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spikes--
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in_chamber = new /obj/item/weapon/spike(src)
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return 1
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/obj/item/weapon/gun/launcher/spikethrower/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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if(..()) update_icon()
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//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
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/obj/item/weapon/gun/energy/noisecannon
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@@ -1,3 +1,5 @@
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//AMMUNITION
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/obj/item/weapon/arrow
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name = "bolt"
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@@ -14,6 +16,17 @@
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/obj/item/weapon/arrow/proc/removed() //Helper for metal rods falling apart.
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return
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/obj/item/weapon/spike
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name = "alloy spike"
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desc = "It's about a foot of weird silver metal with a wicked point."
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sharp = 1
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edge = 0
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throwforce = 5
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w_class = 2
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icon = 'icons/obj/weapons.dmi'
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icon_state = "metal-rod"
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item_state = "bolt"
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/obj/item/weapon/arrow/quill
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name = "vox quill"
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@@ -36,86 +49,50 @@
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S.loc = get_turf(src)
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src.Del()
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/obj/item/weapon/crossbow
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/obj/item/weapon/gun/launcher/crossbow
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name = "powered crossbow"
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desc = "A 2557AD twist on an old classic. Pick up that can."
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icon = 'icons/obj/weapons.dmi'
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icon_state = "crossbow"
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item_state = "crossbow-solid"
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w_class = 5.0
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flags = FPRINT | TABLEPASS | CONDUCT
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slot_flags = SLOT_BELT | SLOT_BACK
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fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
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ejectshell = 0 // No spent shells.
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mouthshoot = 1 // No suiciding with this weapon, causes runtimes.
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fire_sound_text = "a solid thunk"
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fire_delay = 25
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w_class = 3.0
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var/tension = 0 // Current draw on the bow.
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var/max_tension = 5 // Highest possible tension.
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var/release_speed = 5 // Speed per unit of tension.
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var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
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var/current_user // Used to check if the crossbow has changed hands since being drawn.
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var/tension = 0 // Current draw on the bow.
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var/max_tension = 5 // Highest possible tension.
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var/release_speed = 5 // Speed per unit of tension.
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var/mob/living/current_user = null // Used to see if the person drawing the bow started drawing it.
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var/obj/item/weapon/arrow = null // Nocked arrow.
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var/obj/item/weapon/cell/cell = null // Used for firing special projectiles like rods.
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/obj/item/weapon/gun/launcher/crossbow/emp_act(severity)
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if(cell && severity)
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cell.use(100*severity)
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/obj/item/weapon/crossbow/attackby(obj/item/W as obj, mob/user as mob)
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if(!arrow)
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if (istype(W,/obj/item/weapon/arrow))
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user.drop_item()
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arrow = W
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arrow.loc = src
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user.visible_message("[user] slides [arrow] into [src].","You slide [arrow] into [src].")
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icon_state = "crossbow-nocked"
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return
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else if(istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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arrow = new /obj/item/weapon/arrow/rod(src)
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arrow.fingerprintslast = src.fingerprintslast
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arrow.loc = src
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icon_state = "crossbow-nocked"
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user.visible_message("[user] haphazardly jams [arrow] into [src].","You jam [arrow] into [src].")
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if(cell)
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if(cell.charge >= 500)
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user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
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arrow.throwforce = 15
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arrow.icon_state = "metal-rod-superheated"
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cell.use(500)
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return
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/obj/item/weapon/gun/launcher/crossbow/special_check(user)
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if(tension <= 0)
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user << "\red \The [src] is not drawn back!"
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return 0
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return 1
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if(istype(W, /obj/item/weapon/cell))
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if(!cell)
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user.drop_item()
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W.loc = src
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cell = W
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user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
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if(arrow)
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if(istype(arrow,/obj/item/weapon/arrow/rod) && arrow.throwforce < 15 && cell.charge >= 500)
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user << "<span class='notice'>[arrow] plinks and crackles as it begins to glow red-hot.</span>"
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arrow.throwforce = 15
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arrow.icon_state = "metal-rod-superheated"
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cell.use(500)
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else
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user << "<span class='notice'>[src] already has a cell installed.</span>"
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/obj/item/weapon/gun/launcher/crossbow/update_release_force()
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release_force = tension*release_speed
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(cell)
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var/obj/item/C = cell
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C.loc = get_turf(user)
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cell = null
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user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
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else
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user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
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/obj/item/weapon/gun/launcher/crossbow/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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else
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..()
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if(!..()) return //Only do this on a successful shot.
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icon_state = "crossbow"
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/obj/item/weapon/crossbow/attack_self(mob/living/user as mob)
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/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
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if(tension)
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if(arrow)
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [arrow].","You relax the tension on [src]'s string and remove [arrow].")
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var/obj/item/weapon/arrow/A = arrow
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A.loc = get_turf(src)
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if(in_chamber && in_chamber.loc == src) //Just in case they click it the tick after firing.
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user.visible_message("[user] relaxes the tension on [src]'s string and removes [in_chamber].","You relax the tension on [src]'s string and remove [in_chamber].")
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in_chamber.loc = get_turf(src)
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var/obj/item/weapon/arrow/A = in_chamber
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in_chamber = null
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A.removed(user)
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arrow = null
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else
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user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
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tension = 0
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@@ -123,9 +100,9 @@
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else
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draw(user)
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/obj/item/weapon/crossbow/proc/draw(var/mob/user as mob)
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/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
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if(!arrow)
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if(!in_chamber)
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user << "You don't have anything nocked to [src]."
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return
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@@ -133,14 +110,13 @@
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return
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current_user = user
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user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
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tension = 1
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spawn(25) increase_tension(user)
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spawn(25) increase_tension(user) //TODO: This needs to be changed to something less shit.
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/obj/item/weapon/crossbow/proc/increase_tension(var/mob/user as mob)
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/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
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if(!arrow || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
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if(!in_chamber || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
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return
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tension++
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@@ -153,60 +129,62 @@
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user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
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spawn(25) increase_tension(user)
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/obj/item/weapon/crossbow/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
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/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
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if(!in_chamber)
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if (istype(W,/obj/item/weapon/arrow))
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user.drop_item()
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in_chamber = W
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in_chamber.loc = src
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user.visible_message("[user] slides [in_chamber] into [src].","You slide [in_chamber] into [src].")
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icon_state = "crossbow-nocked"
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return
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else if(istype(W,/obj/item/stack/rods))
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var/obj/item/stack/rods/R = W
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R.use(1)
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in_chamber = new /obj/item/weapon/arrow/rod(src)
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in_chamber.fingerprintslast = src.fingerprintslast
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in_chamber.loc = src
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icon_state = "crossbow-nocked"
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user.visible_message("[user] jams [in_chamber] into [src].","You jam [in_chamber] into [src].")
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superheat_rod(user)
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return
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if (istype(target, /obj/item/weapon/storage/backpack ))
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src.dropped()
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return
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if(istype(W, /obj/item/weapon/cell))
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if(!cell)
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user.drop_item()
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W.loc = src
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cell = W
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user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
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superheat_rod(user)
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else
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user << "<span class='notice'>[src] already has a cell installed.</span>"
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else if (target.loc == user.loc)
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return
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(cell)
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var/obj/item/C = cell
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C.loc = get_turf(user)
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user << "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>"
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cell = null
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else
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user << "<span class='notice'>[src] doesn't have a cell installed.</span>"
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else if (locate (/obj/structure/table, src.loc))
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return
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else if(target == user)
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return
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if(!tension)
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user << "You haven't drawn back the bolt!"
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return 0
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if (!arrow)
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user << "You have no arrow nocked to [src]!"
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return 0
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else
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spawn(0) Fire(target,user,params)
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..()
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/obj/item/weapon/crossbow/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
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/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
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add_fingerprint(user)
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if(!user || !cell || !in_chamber) return
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if(cell.charge < 500) return
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if(in_chamber.throwforce >= 15) return
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if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
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var/turf/curloc = get_turf(user)
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var/turf/targloc = get_turf(target)
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if (!istype(targloc) || !istype(curloc))
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return
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user << "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>"
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in_chamber.throwforce = 15
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in_chamber.icon_state = "metal-rod-superheated"
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cell.use(500)
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user.visible_message("<span class='danger'>[user] releases [src] and sends [arrow] streaking toward [target]!</span>","<span class='danger'>You release [src] and send [arrow] streaking toward [target]!</span>")
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var/obj/item/weapon/arrow/A = arrow
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A.loc = get_turf(user)
|
||||
A.throw_at(target,10,tension*release_speed)
|
||||
arrow = null
|
||||
tension = 0
|
||||
icon_state = "crossbow"
|
||||
|
||||
/obj/item/weapon/crossbow/dropped(mob/user)
|
||||
if(arrow)
|
||||
var/obj/item/weapon/arrow/A = arrow
|
||||
A.loc = get_turf(src)
|
||||
A.removed(user)
|
||||
arrow = null
|
||||
tension = 0
|
||||
icon_state = "crossbow"
|
||||
|
||||
// Crossbow construction.
|
||||
|
||||
/obj/item/weapon/crossbowframe
|
||||
name = "crossbow frame"
|
||||
desc = "A half-finished crossbow."
|
||||
@@ -283,7 +261,7 @@
|
||||
else if(istype(W,/obj/item/weapon/screwdriver))
|
||||
if(buildstate == 5)
|
||||
user << "\blue You secure the crossbow's various parts."
|
||||
new /obj/item/weapon/crossbow(get_turf(src))
|
||||
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
91
code/modules/projectiles/guns/projectile/launcher.dm
Normal file
91
code/modules/projectiles/guns/projectile/launcher.dm
Normal file
@@ -0,0 +1,91 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
w_class = 5.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/release_force = 0
|
||||
var/fire_sound_text = "a launcher firing"
|
||||
|
||||
//Check if we're drawing and if the bow is loaded.
|
||||
/obj/item/weapon/gun/launcher/load_into_chamber()
|
||||
return (!isnull(in_chamber))
|
||||
|
||||
//This should not fit in a combat belt or holster.
|
||||
/obj/item/weapon/gun/launcher/isHandgun()
|
||||
return 0
|
||||
|
||||
//Launchers are mechanical, no other impact.
|
||||
/obj/item/weapon/gun/launcher/emp_act(severity)
|
||||
return
|
||||
|
||||
//This normally uses a proc on projectiles and our ammo is not strictly speaking a projectile.
|
||||
/obj/item/weapon/gun/launcher/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return
|
||||
|
||||
//Override this to avoid a runtime with suicide handling.
|
||||
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
if (M == user && user.zone_sel.selecting == "mouth")
|
||||
user << "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it."
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/proc/update_release_force()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
user << "\red You don't have the dexterity to do this!"
|
||||
return 0
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
//Make sure target turfs both exist.
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
return 0
|
||||
|
||||
if(!special_check(user))
|
||||
return 0
|
||||
|
||||
if (!ready_to_fire())
|
||||
if (world.time % 3) //to prevent spam
|
||||
user << "<span class='warning'>[src] is not ready to fire again!"
|
||||
return 0
|
||||
|
||||
if(!load_into_chamber()) //CHECK
|
||||
return click_empty(user)
|
||||
|
||||
if(!in_chamber)
|
||||
return 0
|
||||
|
||||
update_release_force()
|
||||
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='warning'>[user] fires [src][reflex ? " by reflex":""]!</span>", \
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>", \
|
||||
"You hear [fire_sound_text]!")
|
||||
|
||||
in_chamber.loc = get_turf(user)
|
||||
in_chamber.throw_at(target,10,release_force)
|
||||
|
||||
sleep(1)
|
||||
|
||||
in_chamber = null
|
||||
|
||||
update_icon()
|
||||
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
|
||||
return
|
||||
@@ -1,4 +1,4 @@
|
||||
/obj/item/weapon/storage/pneumatic
|
||||
/obj/item/weapon/gun/launcher/pneumatic
|
||||
name = "pneumatic cannon"
|
||||
desc = "A large gas-powered cannon."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
@@ -6,27 +6,28 @@
|
||||
item_state = "pneumatic"
|
||||
w_class = 5.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
max_w_class = 3
|
||||
max_combined_w_class = 20
|
||||
fire_sound_text = "a loud whoosh of moving air"
|
||||
fire_delay = 50
|
||||
fire_sound = 'sound/weapons/tablehit1.ogg'
|
||||
|
||||
var/fire_pressure // Used in fire checks/pressure checks.
|
||||
var/max_w_class = 3 // Hopper intake size.
|
||||
var/max_combined_w_class = 20 // Total internal storage size.
|
||||
var/obj/item/weapon/tank/tank = null // Tank of gas for use in firing the cannon.
|
||||
var/obj/item/weapon/storage/tank_container = new() // Something to hold the tank item so we don't accidentally fire it.
|
||||
var/pressure_setting = 10 // Percentage of the gas in the tank used to fire the projectile.
|
||||
var/possible_pressure_amounts = list(5,10,20,25,50) // Possible pressure settings.
|
||||
var/minimum_tank_pressure = 10 // Minimum pressure to fire the gun.
|
||||
var/cooldown = 0 // Whether or not we're cooling down.
|
||||
var/cooldown_time = 50 // Time between shots.
|
||||
var/force_divisor = 400 // Force equates to speed. Speed/5 equates to a damage multiplier for whoever you hit.
|
||||
// For reference, a fully pressurized oxy tank at 50% gas release firing a health
|
||||
// analyzer with a force_divisor of 10 hit with a damage multiplier of 3000+.
|
||||
/obj/item/weapon/storage/pneumatic/New()
|
||||
/obj/item/weapon/gun/launcher/pneumatic/New()
|
||||
..()
|
||||
tank_container.tag = "gas_tank_holder"
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/verb/set_pressure() //set amount of tank pressure.
|
||||
/obj/item/weapon/gun/launcher/pneumatic/verb/set_pressure() //set amount of tank pressure.
|
||||
|
||||
set name = "Set valve pressure"
|
||||
set name = "Set Valve Pressure"
|
||||
set category = "Object"
|
||||
set src in range(0)
|
||||
var/N = input("Percentage of tank used per shot:","[src]") as null|anything in possible_pressure_amounts
|
||||
@@ -34,9 +35,9 @@
|
||||
pressure_setting = N
|
||||
usr << "You dial the pressure valve to [pressure_setting]%."
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/verb/eject_tank() //Remove the tank.
|
||||
/obj/item/weapon/gun/launcher/pneumatic/verb/eject_tank() //Remove the tank.
|
||||
|
||||
set name = "Eject tank"
|
||||
set name = "Eject Tank"
|
||||
set category = "Object"
|
||||
set src in range(0)
|
||||
|
||||
@@ -50,7 +51,7 @@
|
||||
else
|
||||
usr << "There's no tank in [src]."
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!tank && istype(W,/obj/item/weapon/tank))
|
||||
user.drop_item()
|
||||
tank = W
|
||||
@@ -59,10 +60,43 @@
|
||||
icon_state = "pneumatic-tank"
|
||||
item_state = "pneumatic-tank"
|
||||
user.update_icons()
|
||||
else
|
||||
..()
|
||||
else if(W.w_class <= max_w_class)
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/examine()
|
||||
var/total_stored = 0
|
||||
for(var/obj/item/O in src.contents)
|
||||
total_stored += O.w_class
|
||||
if(total_stored + W.w_class <= max_combined_w_class)
|
||||
user.drop_item(W)
|
||||
W.loc = src
|
||||
user << "You shove [W] into the hopper."
|
||||
else
|
||||
user << "That won't fit into the hopper - it's full."
|
||||
return
|
||||
else
|
||||
user << "That won't fit into the hopper."
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/attack_self(mob/user as mob)
|
||||
|
||||
if(contents.len > 0)
|
||||
var/obj/item/removing = contents[contents.len]
|
||||
if(removing == in_chamber)
|
||||
in_chamber = null
|
||||
|
||||
removing.loc = get_turf(src)
|
||||
user.put_in_hands(removing)
|
||||
user << "You remove [removing] from the hopper."
|
||||
else
|
||||
user << "There is nothing to remove in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/load_into_chamber()
|
||||
if(!contents.len)
|
||||
return 0
|
||||
|
||||
in_chamber = contents[1]
|
||||
return !isnull(in_chamber)
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/examine()
|
||||
set src in view()
|
||||
..()
|
||||
if (!(usr in view(2)) && usr!=src.loc) return
|
||||
@@ -72,76 +106,32 @@
|
||||
else
|
||||
usr << "Nothing is attached to the tank valve!"
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
|
||||
if (istype(target, /obj/item/weapon/storage/backpack ))
|
||||
return
|
||||
|
||||
else if (target.loc == user.loc)
|
||||
return
|
||||
|
||||
else if (locate (/obj/structure/table, src.loc))
|
||||
return
|
||||
|
||||
else if(target == user)
|
||||
return
|
||||
|
||||
if (length(contents) == 0)
|
||||
user << "There's nothing in [src] to fire!"
|
||||
return 0
|
||||
else
|
||||
spawn(0) Fire(target,user,params)
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
if (length(contents) > 0)
|
||||
if(user.a_intent == "hurt")
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
|
||||
Fire(M,user)
|
||||
return
|
||||
else
|
||||
Fire(M,user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/storage/pneumatic/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/special_check(user)
|
||||
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return 0
|
||||
|
||||
if (cooldown)
|
||||
user << "The chamber hasn't built up enough pressure yet!"
|
||||
return 0
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
return
|
||||
|
||||
var/fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
|
||||
fire_pressure = (tank.air_contents.return_pressure()/100)*pressure_setting
|
||||
if (fire_pressure < minimum_tank_pressure)
|
||||
user << "There isn't enough gas in the tank to fire [src]."
|
||||
return 0
|
||||
|
||||
var/obj/item/object = contents[1]
|
||||
var/speed = ((fire_pressure*tank.volume)/object.w_class)/force_divisor //projectile speed.
|
||||
if(speed>80) speed = 80 //damage cap.
|
||||
return 1
|
||||
|
||||
user.visible_message("<span class='danger'>[user] fires [src] and launches [object] at [target]!</span>","<span class='danger'>You fire [src] and launch [object] at [target]!</span>")
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force()
|
||||
if(!in_chamber) return
|
||||
release_force = ((fire_pressure*tank.volume)/in_chamber.w_class)/force_divisor //projectile speed.
|
||||
if(release_force >80) release_force = 80 //damage cap.
|
||||
|
||||
src.remove_from_storage(object,user.loc)
|
||||
object.throw_at(target,10,speed)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
|
||||
if(!tank || !..()) return //Only do this on a successful shot.
|
||||
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
user.loc.assume_air(removed)
|
||||
|
||||
cooldown = 1
|
||||
spawn(cooldown_time)
|
||||
cooldown = 0
|
||||
user << "[src]'s gauge informs you it's ready to be fired again."
|
||||
|
||||
//Constructable pneumatic cannon.
|
||||
|
||||
/obj/item/weapon/cannonframe
|
||||
@@ -215,7 +205,7 @@
|
||||
if(!src || !T.isOn()) return
|
||||
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
|
||||
user << "\blue You weld the valve into place."
|
||||
new /obj/item/weapon/storage/pneumatic(get_turf(src))
|
||||
new /obj/item/weapon/gun/launcher/pneumatic(get_turf(src))
|
||||
del(src)
|
||||
return
|
||||
else
|
||||
|
||||
Reference in New Issue
Block a user