Much nicer syringe gun implementation

Makes syringe guns a type of launcher gun, and removes the hack
projectile.
Also moves syringe and dart gun source files into the modules/projectile
folder.
This commit is contained in:
mwerezak
2015-02-13 21:21:43 -05:00
parent 0d89717cf2
commit f8977c65af
17 changed files with 185 additions and 182 deletions

View File

@@ -78,12 +78,12 @@
switch(AM.mag_type)
if(MAGAZINE)
if(ammo_magazine)
user << "<span class='warning'>[src] already has a magazine loaded!</span>" //already a magazine here
user << "<span class='warning'>[src] already has a magazine loaded.</span>" //already a magazine here
return
user.remove_from_mob(AM)
AM.loc = src
ammo_magazine = AM
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src]!</span>")
user.visible_message("[user] inserts [AM] into [src].", "<span class='notice'>You insert [AM] into [src].</span>")
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
if(SPEEDLOADER)
if(loaded.len >= max_shells)
@@ -99,7 +99,7 @@
AM.stored_ammo -= C //should probably go inside an ammo_magazine proc, but I guess less proc calls this way...
count++
if(count)
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src]!</span>")
user.visible_message("[user] reloads [src].", "<span class='notice'>You load [count] round\s into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
AM.update_icon()
else if(istype(A, /obj/item/ammo_casing))
@@ -107,13 +107,13 @@
if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
return //incompatible
if(loaded.len >= max_shells)
user << "<span class='warning'>[src] is full!</span>"
user << "<span class='warning'>[src] is full.</span>"
return
user.remove_from_mob(C)
C.loc = src
loaded.Insert(1, C) //add to the head of the list
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src]!</span>")
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
update_icon()
@@ -123,7 +123,7 @@
/obj/item/weapon/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
if(ammo_magazine)
user.put_in_hands(ammo_magazine)
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src]!</span>")
user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
ammo_magazine.update_icon()
ammo_magazine = null
@@ -138,14 +138,14 @@
count++
loaded.Cut()
if(count)
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src]!</span>")
user.visible_message("[user] unloads [src].", "<span class='notice'>You unload [count] round\s from [src].</span>")
else if(load_method & SINGLE_CASING)
var/obj/item/ammo_casing/C = loaded[loaded.len]
loaded.len--
user.put_in_hands(C)
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src]!</span>")
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
else
user << "<span class='warning'>[src] is empty!</span>"
user << "<span class='warning'>[src] is empty.</span>"
update_icon()
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)