@@ -875,7 +875,6 @@
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\computer.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\modules.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\ninja.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\rig_weapons.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\utility.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\modules\vision.dm"
|
||||
#include "code\modules\clothing\spacesuits\rig\suits\alien.dm"
|
||||
@@ -1321,6 +1320,7 @@
|
||||
#include "code\modules\projectiles\ammunition\bullets.dm"
|
||||
#include "code\modules\projectiles\guns\alien.dm"
|
||||
#include "code\modules\projectiles\guns\energy.dm"
|
||||
#include "code\modules\projectiles\guns\launcher.dm"
|
||||
#include "code\modules\projectiles\guns\projectile.dm"
|
||||
#include "code\modules\projectiles\guns\energy\laser.dm"
|
||||
#include "code\modules\projectiles\guns\energy\nuclear.dm"
|
||||
@@ -1328,14 +1328,17 @@
|
||||
#include "code\modules\projectiles\guns\energy\special.dm"
|
||||
#include "code\modules\projectiles\guns\energy\stun.dm"
|
||||
#include "code\modules\projectiles\guns\energy\temperature.dm"
|
||||
#include "code\modules\projectiles\guns\launcher\crossbow.dm"
|
||||
#include "code\modules\projectiles\guns\launcher\grenade_launcher.dm"
|
||||
#include "code\modules\projectiles\guns\launcher\pneumatic.dm"
|
||||
#include "code\modules\projectiles\guns\launcher\rocket.dm"
|
||||
#include "code\modules\projectiles\guns\launcher\syringe_gun.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\automatic.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\crossbow.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\launcher.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\dartgun.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\pistol.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\pneumatic.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\revolver.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\rocket.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\shotgun.dm"
|
||||
#include "code\modules\projectiles\guns\projectile\sniper.dm"
|
||||
#include "code\modules\projectiles\projectile\animate.dm"
|
||||
#include "code\modules\projectiles\projectile\beams.dm"
|
||||
#include "code\modules\projectiles\projectile\bullets.dm"
|
||||
@@ -1352,11 +1355,8 @@
|
||||
#include "code\modules\reagents\Chemistry-Reagents-Antidepressants.dm"
|
||||
#include "code\modules\reagents\Chemistry-Reagents.dm"
|
||||
#include "code\modules\reagents\Chemistry-Recipes.dm"
|
||||
#include "code\modules\reagents\dartgun.dm"
|
||||
#include "code\modules\reagents\grenade_launcher.dm"
|
||||
#include "code\modules\reagents\reagent_containers.dm"
|
||||
#include "code\modules\reagents\reagent_dispenser.dm"
|
||||
#include "code\modules\reagents\syringe_gun.dm"
|
||||
#include "code\modules\reagents\reagent_containers\blood_pack.dm"
|
||||
#include "code\modules\reagents\reagent_containers\borghydro.dm"
|
||||
#include "code\modules\reagents\reagent_containers\dropper.dm"
|
||||
|
||||
@@ -226,7 +226,7 @@
|
||||
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
|
||||
mymob.gun_setting_icon.set_dir(2)
|
||||
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
|
||||
if (G.target)
|
||||
if (G.aim_targets)
|
||||
mymob.item_use_icon = new /obj/screen/gun/item(null)
|
||||
if (mymob.client.target_can_click)
|
||||
mymob.item_use_icon.set_dir(1)
|
||||
|
||||
@@ -157,7 +157,7 @@ var/obj/screen/robot_inventory
|
||||
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
|
||||
mymob.gun_setting_icon.set_dir(2)
|
||||
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
|
||||
if (G.target)
|
||||
if (G.aim_targets)
|
||||
mymob.item_use_icon = new /obj/screen/gun/item(null)
|
||||
if (mymob.client.target_can_click)
|
||||
mymob.item_use_icon.set_dir(1)
|
||||
|
||||
@@ -67,7 +67,7 @@
|
||||
icon_state = "bike_horn"
|
||||
item_state = "bike_horn"
|
||||
throwforce = 3
|
||||
w_class = 1.0
|
||||
w_class = 2
|
||||
throw_speed = 3
|
||||
throw_range = 15
|
||||
attack_verb = list("HONKED")
|
||||
|
||||
@@ -119,7 +119,7 @@
|
||||
operative_notes = "We'd like to remind our operatives to keep it professional. You are not here to have a good time, you are here to accomplish your objectives. These vile communists must be stopped at all costs. You may collaborate with any friends of the Syndicate coalition, but keep an eye on any of those Tiger punks if they do show up. You are completely free to accomplish your objectives any way you see fit."
|
||||
|
||||
uplink_contents = {"Highly Visible and Dangerous Weapons;
|
||||
/obj/item/weapon/gun/projectile:6:Revolver;
|
||||
/obj/item/weapon/gun/projectile/revolver:6:Revolver;
|
||||
/obj/item/ammo_magazine/a357:2:Ammo-357;
|
||||
/obj/item/weapon/gun/energy/crossbow:5:Energy Crossbow;
|
||||
/obj/item/weapon/melee/energy/sword:4:Energy Sword;
|
||||
|
||||
@@ -40,7 +40,7 @@
|
||||
new/datum/uplink_item(/obj/item/weapon/gun/energy/crossbow, 5, "Energy Crossbow", "XB"),
|
||||
new/datum/uplink_item(/obj/item/weapon/storage/box/syndie_kit/g9mm, 5, "Silenced 9mm", "S9"),
|
||||
new/datum/uplink_item(/obj/item/mecha_parts/mecha_equipment/weapon/energy/riggedlaser, 6, "Exosuit Rigged Laser", "RL"),
|
||||
new/datum/uplink_item(/obj/item/weapon/gun/projectile, 6, "Revolver", "RE"),
|
||||
new/datum/uplink_item(/obj/item/weapon/gun/projectile/revolver, 6, "Revolver", "RE"),
|
||||
new/datum/uplink_item(/obj/item/weapon/storage/box/syndicate, 10, "Mercenary Bundle", "BU")
|
||||
),
|
||||
"Stealthy and Inconspicuous Weapons" = list(
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
if("revolver")
|
||||
new /obj/item/weapon/gun/projectile(get_turf(H))
|
||||
if("detective")
|
||||
new /obj/item/weapon/gun/projectile/detective(get_turf(H))
|
||||
new /obj/item/weapon/gun/projectile/revolver/detective(get_turf(H))
|
||||
if("smg")
|
||||
new /obj/item/weapon/gun/projectile/automatic/c20r(get_turf(H))
|
||||
if("nuclear")
|
||||
@@ -49,7 +49,7 @@
|
||||
if("combatshotgun")
|
||||
new /obj/item/weapon/gun/projectile/shotgun/pump/combat(get_turf(H))
|
||||
if("mateba")
|
||||
new /obj/item/weapon/gun/projectile/mateba(get_turf(H))
|
||||
new /obj/item/weapon/gun/projectile/revolver/mateba(get_turf(H))
|
||||
if("smg")
|
||||
new /obj/item/weapon/gun/projectile/automatic(get_turf(H))
|
||||
if("uzi")
|
||||
|
||||
@@ -201,6 +201,11 @@
|
||||
path = /obj/item/weapon/reagent_containers/syringe
|
||||
category = "Medical"
|
||||
|
||||
/datum/autolathe/recipe/syringegun_ammo
|
||||
name = "syringe"
|
||||
path = /obj/item/weapon/syringe_cartridge
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/shotgun_blanks
|
||||
name = "ammunition (shotgun, blank)"
|
||||
path = /obj/item/ammo_casing/shotgun/blank
|
||||
@@ -217,13 +222,13 @@
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/magazine_rubber
|
||||
name = "ammunition (rubber)"
|
||||
path = /obj/item/ammo_magazine/c45r
|
||||
name = "ammunition (.45, rubber)"
|
||||
path = /obj/item/ammo_magazine/c45m/rubber
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/magazine_flash
|
||||
name = "ammunition (flash)"
|
||||
path = /obj/item/ammo_magazine/c45f
|
||||
name = "ammunition (.45, flash)"
|
||||
path = /obj/item/ammo_magazine/c45m/flash
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/consolescreen
|
||||
@@ -294,6 +299,24 @@
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/magazine_stetchkin
|
||||
name = "ammunition (9mm)"
|
||||
path = /obj/item/ammo_magazine/mc9mm
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/magazine_stetchkin_flash
|
||||
name = "ammunition (9mm, flash)"
|
||||
path = /obj/item/ammo_magazine/mc9mm/flash
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/magazine_c20r
|
||||
name = "ammunition (12mm)"
|
||||
path = /obj/item/ammo_magazine/a12mm
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/shotgun
|
||||
name = "ammunition (slug, shotgun)"
|
||||
path = /obj/item/ammo_casing/shotgun
|
||||
@@ -306,6 +329,12 @@
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/stunshell
|
||||
name = "ammunition (stun cartridge, shotgun)"
|
||||
path = /obj/item/ammo_casing/shotgun/stunshell
|
||||
hidden = 1
|
||||
category = "Arms and Ammunition"
|
||||
|
||||
/datum/autolathe/recipe/rcd
|
||||
name = "rapid construction device"
|
||||
path = /obj/item/weapon/rcd
|
||||
|
||||
@@ -34,10 +34,10 @@
|
||||
var/obj/item/weapon/gun/energy/taser/G = new /obj/item/weapon/gun/energy/taser(Tsec)
|
||||
G.power_supply.charge = 0
|
||||
else if(lasercolor == "b")
|
||||
var/obj/item/weapon/gun/energy/laser/bluetag/G = new /obj/item/weapon/gun/energy/laser/bluetag(Tsec)
|
||||
var/obj/item/weapon/gun/energy/lasertag/blue/G = new (Tsec)
|
||||
G.power_supply.charge = 0
|
||||
else if(lasercolor == "r")
|
||||
var/obj/item/weapon/gun/energy/laser/redtag/G = new /obj/item/weapon/gun/energy/laser/redtag(Tsec)
|
||||
var/obj/item/weapon/gun/energy/lasertag/red/G = new (Tsec)
|
||||
G.power_supply.charge = 0
|
||||
if (prob(50))
|
||||
new /obj/item/robot_parts/l_leg(Tsec)
|
||||
@@ -137,11 +137,11 @@
|
||||
if(7)
|
||||
switch(lasercolor)
|
||||
if("b")
|
||||
if( !istype(W, /obj/item/weapon/gun/energy/laser/bluetag) )
|
||||
if( !istype(W, /obj/item/weapon/gun/energy/lasertag/blue) )
|
||||
return
|
||||
name = "bluetag ED-209 assembly"
|
||||
if("r")
|
||||
if( !istype(W, /obj/item/weapon/gun/energy/laser/redtag) )
|
||||
if( !istype(W, /obj/item/weapon/gun/energy/lasertag/red) )
|
||||
return
|
||||
name = "redtag ED-209 assembly"
|
||||
if("")
|
||||
|
||||
@@ -455,7 +455,7 @@
|
||||
return
|
||||
|
||||
/obj/machinery/bot/medbot/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag == "taser")
|
||||
if(Proj.taser_effect)
|
||||
src.stunned = min(stunned+10,20)
|
||||
..()
|
||||
|
||||
|
||||
@@ -702,10 +702,10 @@ Auto Patrol: []"},
|
||||
switch(lasercolor)
|
||||
if("b")
|
||||
target_suit = /obj/item/clothing/suit/redtag
|
||||
target_weapon = /obj/item/weapon/gun/energy/laser/redtag
|
||||
target_weapon = /obj/item/weapon/gun/energy/lasertag/red
|
||||
if("r")
|
||||
target_suit = /obj/item/clothing/suit/bluetag
|
||||
target_weapon = /obj/item/weapon/gun/energy/laser/bluetag
|
||||
target_weapon = /obj/item/weapon/gun/energy/lasertag/blue
|
||||
|
||||
if((istype(perp.r_hand, target_weapon)) || (istype(perp.l_hand, target_weapon)))
|
||||
threat += 4
|
||||
|
||||
@@ -5,13 +5,13 @@
|
||||
/obj/machinery/porta_turret/tag
|
||||
// Reasonable defaults, in case someone manually spawns us
|
||||
var/lasercolor = "r" //Something to do with lasertag turrets, blame Sieve for not adding a comment.
|
||||
installation = /obj/item/weapon/gun/energy/laser/redtag
|
||||
installation = /obj/item/weapon/gun/energy/lasertag/red
|
||||
|
||||
/obj/machinery/porta_turret/tag/red
|
||||
|
||||
/obj/machinery/porta_turret/tag/blue
|
||||
lasercolor = "b"
|
||||
installation = /obj/item/weapon/gun/energy/laser/bluetag
|
||||
installation = /obj/item/weapon/gun/energy/lasertag/blue
|
||||
|
||||
/obj/machinery/porta_turret/tag/New()
|
||||
..()
|
||||
@@ -19,8 +19,8 @@
|
||||
|
||||
/obj/machinery/porta_turret/tag/weapon_setup(var/obj/item/weapon/gun/energy/E)
|
||||
switch(E.type)
|
||||
if(/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
eprojectile = /obj/item/weapon/gun/energy/laser/bluetag
|
||||
if(/obj/item/weapon/gun/energy/lasertag/blue)
|
||||
eprojectile = /obj/item/weapon/gun/energy/lasertag/blue
|
||||
lasercolor = "b"
|
||||
req_access = list(access_maint_tunnels, access_theatre)
|
||||
check_arrest = 0
|
||||
@@ -30,8 +30,8 @@
|
||||
check_anomalies = 0
|
||||
shot_delay = 30
|
||||
|
||||
if(/obj/item/weapon/gun/energy/laser/redtag)
|
||||
eprojectile = /obj/item/weapon/gun/energy/laser/redtag
|
||||
if(/obj/item/weapon/gun/energy/lasertag/red)
|
||||
eprojectile = /obj/item/weapon/gun/energy/lasertag/red
|
||||
lasercolor = "r"
|
||||
req_access = list(access_maint_tunnels, access_theatre)
|
||||
check_arrest = 0
|
||||
@@ -86,13 +86,13 @@
|
||||
..()
|
||||
|
||||
if(lasercolor == "b" && disabled == 0)
|
||||
if(istype(Proj, /obj/item/weapon/gun/energy/laser/redtag))
|
||||
if(istype(Proj, /obj/item/weapon/gun/energy/lasertag/red))
|
||||
disabled = 1
|
||||
del(Proj) // qdel
|
||||
sleep(100)
|
||||
disabled = 0
|
||||
if(lasercolor == "r" && disabled == 0)
|
||||
if(istype(Proj, /obj/item/weapon/gun/energy/laser/bluetag))
|
||||
if(istype(Proj, /obj/item/weapon/gun/energy/lasertag/blue))
|
||||
disabled = 1
|
||||
del(Proj) // qdel
|
||||
sleep(100)
|
||||
@@ -110,10 +110,10 @@
|
||||
switch(lasercolor)
|
||||
if("b")
|
||||
target_suit = /obj/item/clothing/suit/redtag
|
||||
target_weapon = /obj/item/weapon/gun/energy/laser/redtag
|
||||
target_weapon = /obj/item/weapon/gun/energy/lasertag/red
|
||||
if("r")
|
||||
target_suit = /obj/item/clothing/suit/bluetag
|
||||
target_weapon = /obj/item/weapon/gun/energy/laser/bluetag
|
||||
target_weapon = /obj/item/weapon/gun/energy/lasertag/blue
|
||||
|
||||
|
||||
if(target_suit)//Lasertag turrets target the opposing team, how great is that? -Sieve
|
||||
|
||||
@@ -733,7 +733,7 @@
|
||||
gun_charge = E.power_supply.charge //the gun's charge is stored in gun_charge
|
||||
user << "<span class='notice'>You add [I] to the turret.</span>"
|
||||
|
||||
if(istype(installation, /obj/item/weapon/gun/energy/laser/bluetag) || istype(installation, /obj/item/weapon/gun/energy/laser/redtag))
|
||||
if(istype(installation, /obj/item/weapon/gun/energy/lasertag/blue) || istype(installation, /obj/item/weapon/gun/energy/lasertag/red))
|
||||
target_type = /obj/machinery/porta_turret/tag
|
||||
else
|
||||
target_type = /obj/machinery/porta_turret
|
||||
|
||||
@@ -151,6 +151,7 @@
|
||||
smoke_ready = 1
|
||||
return
|
||||
|
||||
//TODO replace this with zoom code that doesn't increase peripherial vision
|
||||
/obj/mecha/combat/marauder/verb/zoom()
|
||||
set category = "Exosuit Interface"
|
||||
set name = "Zoom"
|
||||
|
||||
@@ -585,7 +585,7 @@
|
||||
chassis.visible_message("The [chassis.name] armor deflects the projectile")
|
||||
chassis.log_append_to_last("Armor saved.")
|
||||
else
|
||||
chassis.take_damage(round(Proj.damage*src.damage_coeff),Proj.flag)
|
||||
chassis.take_damage(round(Proj.damage*src.damage_coeff),Proj.check_armour)
|
||||
chassis.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
|
||||
Proj.on_hit(chassis)
|
||||
set_ready_state(0)
|
||||
|
||||
@@ -487,7 +487,7 @@
|
||||
|
||||
|
||||
/obj/mecha/bullet_act(var/obj/item/projectile/Proj) //wrapper
|
||||
src.log_message("Hit by projectile. Type: [Proj.name]([Proj.flag]).",1)
|
||||
src.log_message("Hit by projectile. Type: [Proj.name]([Proj.check_armour]).",1)
|
||||
call((proc_res["dynbulletdamage"]||src), "dynbulletdamage")(Proj) //calls equipment
|
||||
..()
|
||||
return
|
||||
@@ -506,7 +506,7 @@
|
||||
var/ignore_threshold
|
||||
if(istype(Proj, /obj/item/projectile/beam/pulse))
|
||||
ignore_threshold = 1
|
||||
src.take_damage(Proj.damage, Proj.flag)
|
||||
src.take_damage(Proj.damage, Proj.check_armour)
|
||||
if(prob(25)) spark_system.start()
|
||||
src.check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT),ignore_threshold)
|
||||
|
||||
|
||||
@@ -638,8 +638,8 @@ For zooming with scope or binoculars. This is called from
|
||||
modules/mob/mob_movement.dm if you move you will be zoomed out
|
||||
modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
|
||||
*/
|
||||
|
||||
/obj/item/proc/zoom(var/tileoffset = 11,var/viewsize = 12) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
|
||||
//Looking through a scope or binoculars should /not/ improve your periphereal vision. Still, increase viewsize a tiny bit so that sniping isn't as restricted to NSEW
|
||||
/obj/item/proc/zoom(var/tileoffset = 14,var/viewsize = 9) //tileoffset is client view offset in the direction the user is facing. viewsize is how far out this thing zooms. 7 is normal view
|
||||
|
||||
var/devicename
|
||||
|
||||
@@ -686,14 +686,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
|
||||
|
||||
usr.visible_message("[usr] peers through the [zoomdevicename ? "[zoomdevicename] of the [src.name]" : "[src.name]"].")
|
||||
|
||||
/*
|
||||
if(istype(usr,/mob/living/carbon/human/))
|
||||
var/mob/living/carbon/human/H = usr
|
||||
usr.visible_message("[usr] holds [devicename] up to [H.get_visible_gender() == MALE ? "his" : H.get_visible_gender() == FEMALE ? "her" : "their"] eyes.")
|
||||
else
|
||||
usr.visible_message("[usr] holds [devicename] up to its eyes.")
|
||||
*/
|
||||
|
||||
else
|
||||
usr.client.view = world.view
|
||||
if(!usr.hud_used.hud_shown)
|
||||
|
||||
@@ -121,7 +121,7 @@
|
||||
usr << "There's no mounting point for the module!"
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R.module
|
||||
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in R.module
|
||||
if(!T)
|
||||
T = locate() in R.module.contents
|
||||
if(!T)
|
||||
|
||||
@@ -140,7 +140,7 @@
|
||||
icon_state = "revolver"
|
||||
item_state = "gun"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
w_class = 3.0
|
||||
|
||||
matter = list("glass" = 10,"metal" = 10)
|
||||
|
||||
@@ -21,6 +21,7 @@
|
||||
B.health -= damage
|
||||
B.update_icon()
|
||||
|
||||
new/obj/effect/effect/sparks(src.loc)
|
||||
new/obj/effect/effect/smoke/illumination(src.loc, brightness=15)
|
||||
del(src)
|
||||
return
|
||||
|
||||
@@ -79,7 +79,6 @@
|
||||
/obj/item/weapon/storage/box/syringes
|
||||
name = "box of syringes"
|
||||
desc = "A box full of syringes."
|
||||
desc = "A biohazard alert warning is printed on the box"
|
||||
icon_state = "syringe"
|
||||
|
||||
New()
|
||||
@@ -92,6 +91,22 @@
|
||||
new /obj/item/weapon/reagent_containers/syringe( src )
|
||||
new /obj/item/weapon/reagent_containers/syringe( src )
|
||||
|
||||
/obj/item/weapon/storage/box/syringegun
|
||||
name = "box of syringe gun cartridges"
|
||||
desc = "A box full of compressed gas cartridges."
|
||||
icon_state = "syringe"
|
||||
|
||||
New()
|
||||
..()
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
new /obj/item/weapon/syringe_cartridge( src )
|
||||
|
||||
|
||||
/obj/item/weapon/storage/box/beakers
|
||||
name = "box of beakers"
|
||||
icon_state = "beaker"
|
||||
@@ -176,6 +191,48 @@
|
||||
new /obj/item/ammo_casing/shotgun/pellet(src)
|
||||
new /obj/item/ammo_casing/shotgun/pellet(src)
|
||||
|
||||
/obj/item/weapon/storage/box/flashshells
|
||||
name = "box of illumination shells"
|
||||
desc = "It has a picture of a gun and several warning symbols on the front.<br>WARNING: Live ammunition. Misuse may result in serious injury or death."
|
||||
|
||||
New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
new /obj/item/ammo_casing/shotgun/flash(src)
|
||||
|
||||
/obj/item/weapon/storage/box/stunshells
|
||||
name = "box of stun shells"
|
||||
desc = "It has a picture of a gun and several warning symbols on the front.<br>WARNING: Live ammunition. Misuse may result in serious injury or death."
|
||||
|
||||
New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
new /obj/item/ammo_casing/shotgun/stunshell(src)
|
||||
|
||||
/obj/item/weapon/storage/box/heavysniperammo
|
||||
name = "box of 14.5mm AP shells"
|
||||
desc = "It has a picture of a gun and several warning symbols on the front.<br>WARNING: Live ammunition. Misuse may result in serious injury or death."
|
||||
|
||||
New()
|
||||
..()
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
new /obj/item/ammo_casing/a145(src)
|
||||
|
||||
/obj/item/weapon/storage/box/flashbangs
|
||||
name = "box of flashbangs (WARNING)"
|
||||
desc = "<B>WARNING: These devices are extremely dangerous and can cause blindness or deafness in repeated use.</B>"
|
||||
|
||||
@@ -26,7 +26,7 @@
|
||||
return
|
||||
|
||||
if("guns")
|
||||
new /obj/item/weapon/gun/projectile(src)
|
||||
new /obj/item/weapon/gun/projectile/revolver(src)
|
||||
new /obj/item/ammo_magazine/a357(src)
|
||||
new /obj/item/weapon/card/emag(src)
|
||||
new /obj/item/weapon/plastique(src)
|
||||
|
||||
@@ -54,8 +54,8 @@
|
||||
|
||||
/obj/structure/closet/lasertag/red/New()
|
||||
..()
|
||||
new /obj/item/weapon/gun/energy/laser/redtag(src)
|
||||
new /obj/item/weapon/gun/energy/laser/redtag(src)
|
||||
new /obj/item/weapon/gun/energy/lasertag/red(src)
|
||||
new /obj/item/weapon/gun/energy/lasertag/red(src)
|
||||
new /obj/item/clothing/suit/redtag(src)
|
||||
new /obj/item/clothing/suit/redtag(src)
|
||||
|
||||
@@ -68,7 +68,7 @@
|
||||
|
||||
/obj/structure/closet/lasertag/blue/New()
|
||||
..()
|
||||
new /obj/item/weapon/gun/energy/laser/bluetag(src)
|
||||
new /obj/item/weapon/gun/energy/laser/bluetag(src)
|
||||
new /obj/item/weapon/gun/energy/lasertag/blue(src)
|
||||
new /obj/item/weapon/gun/energy/lasertag/blue(src)
|
||||
new /obj/item/clothing/suit/bluetag(src)
|
||||
new /obj/item/clothing/suit/bluetag(src)
|
||||
|
||||
@@ -54,6 +54,7 @@
|
||||
new /obj/item/weapon/storage/box/ids(src)
|
||||
new /obj/item/weapon/storage/box/ids( src )
|
||||
new /obj/item/weapon/gun/energy/gun(src)
|
||||
new /obj/item/weapon/gun/projectile/colt/flash(src)
|
||||
new /obj/item/device/flash(src)
|
||||
return
|
||||
|
||||
@@ -258,10 +259,10 @@
|
||||
new /obj/item/device/radio/headset/headset_sec(src)
|
||||
new /obj/item/device/detective_scanner(src)
|
||||
new /obj/item/clothing/suit/armor/det_suit(src)
|
||||
new /obj/item/ammo_magazine/c45r(src)
|
||||
new /obj/item/ammo_magazine/c45r(src)
|
||||
new /obj/item/ammo_magazine/c45m/rubber(src)
|
||||
new /obj/item/ammo_magazine/c45m/rubber(src)
|
||||
new /obj/item/taperoll/police(src)
|
||||
new /obj/item/weapon/gun/projectile/detective/semiauto(src)
|
||||
new /obj/item/weapon/gun/projectile/colt/detective(src)
|
||||
new /obj/item/clothing/accessory/holster/armpit(src)
|
||||
return
|
||||
|
||||
|
||||
@@ -595,7 +595,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/cloaking_device(M), slot_r_store)
|
||||
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver(M), slot_r_hand)
|
||||
M.equip_to_slot_or_del(new /obj/item/ammo_magazine/a357(M), slot_l_store)
|
||||
|
||||
if ("tournament chef") //Steven Seagal FTW
|
||||
@@ -710,7 +710,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
for(var/i=3, i>0, i--)
|
||||
sec_briefcase.contents += new /obj/item/weapon/spacecash/c1000
|
||||
sec_briefcase.contents += new /obj/item/weapon/gun/energy/crossbow
|
||||
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/mateba
|
||||
sec_briefcase.contents += new /obj/item/weapon/gun/projectile/revolver/mateba
|
||||
sec_briefcase.contents += new /obj/item/ammo_magazine/a357
|
||||
sec_briefcase.contents += new /obj/item/weapon/plastique
|
||||
M.equip_to_slot_or_del(sec_briefcase, slot_l_hand)
|
||||
@@ -892,7 +892,7 @@ But you can call procs that are of type /mob/living/carbon/human/proc/ for that
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/eyepatch(M), slot_glasses)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/suit/hgpirate(M), slot_wear_suit)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/storage/backpack/satchel(M), slot_back)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(M), slot_belt)
|
||||
M.equip_to_slot_or_del(new /obj/item/clothing/under/soviet(M), slot_w_uniform)
|
||||
var/obj/item/weapon/card/id/W = new(M)
|
||||
W.name = "[M.real_name]'s ID Card"
|
||||
|
||||
@@ -153,7 +153,7 @@ var/global/sent_strike_team = 0
|
||||
equip_to_slot_or_del(new /obj/item/weapon/melee/energy/sword(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/grenade/flashbang(src), slot_r_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/revolver/mateba(src), slot_belt)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_r_hand)
|
||||
|
||||
|
||||
@@ -37,7 +37,7 @@ var/global/vox_tick = 1
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt)
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/thermal/monocle(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/weapon/card/emag(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/raider(src), slot_r_hand)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/raider(src), slot_r_hand)
|
||||
equip_to_slot_or_del(new /obj/item/device/multitool(src), slot_l_hand)
|
||||
|
||||
if(4) // Vox medic!
|
||||
@@ -46,7 +46,7 @@ var/global/vox_tick = 1
|
||||
equip_to_slot_or_del(new /obj/item/weapon/storage/belt/utility/full(src), slot_belt) // Who needs actual surgical tools?
|
||||
equip_to_slot_or_del(new /obj/item/clothing/glasses/hud/health(src), slot_glasses) // REPLACE WITH CODED VOX ALTERNATIVE.
|
||||
equip_to_slot_or_del(new /obj/item/weapon/circular_saw(src), slot_l_store)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/dartgun/vox/medical, slot_r_hand)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/gun/projectile/dartgun/vox/medical, slot_r_hand)
|
||||
|
||||
equip_to_slot_or_del(new /obj/item/clothing/mask/breath(src), slot_wear_mask)
|
||||
equip_to_slot_or_del(new /obj/item/weapon/tank/nitrogen(src), slot_back)
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
//Weapon types intended to be used with rig modules
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
in_chamber = new /obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
var/prog_path = projectile_type
|
||||
in_chamber = new prog_path(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/mounted/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
var/obj/item/rig_module/module = loc
|
||||
if(!istype(module))
|
||||
return 0
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit) && suit.cell && suit.cell.charge >= 250)
|
||||
suit.cell.use(250)
|
||||
var/prog_path = projectile_type
|
||||
in_chamber = new prog_path(src)
|
||||
return 1
|
||||
return 0
|
||||
@@ -196,38 +196,31 @@
|
||||
slowdown = 1
|
||||
armor = list(melee = 60, bullet = 60, laser = 60, energy = 40, bomb = 20, bio = 0, rad = 0)
|
||||
siemens_coefficient = 0.7
|
||||
var/obj/item/clothing/accessory/holster/holster
|
||||
|
||||
/obj/item/clothing/suit/armor/tactical/verb/holster()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
/obj/item/clothing/suit/armor/tactical/New()
|
||||
..()
|
||||
holster = new(src)
|
||||
|
||||
if(!holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
usr << "\blue You need your gun equiped to holster it."
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
if (!W.isHandgun())
|
||||
usr << "\red This gun won't fit in \the belt!"
|
||||
return
|
||||
holstered = usr.get_active_hand()
|
||||
usr.drop_item()
|
||||
holstered.loc = src
|
||||
usr.visible_message("\blue \The [usr] holsters \the [holstered].", "You holster \the [holstered].")
|
||||
else
|
||||
if(istype(usr.get_active_hand(),/obj) && istype(usr.get_inactive_hand(),/obj))
|
||||
usr << "\red You need an empty hand to draw the gun!"
|
||||
else
|
||||
if(usr.a_intent == "hurt")
|
||||
usr.visible_message("\red \The [usr] draws \the [holstered], ready to shoot!", \
|
||||
"\red You draw \the [holstered], ready to shoot!")
|
||||
else
|
||||
usr.visible_message("\blue \The [usr] draws \the [holstered], pointing it at the ground.", \
|
||||
"\blue You draw \the [holstered], pointing it at the ground.")
|
||||
usr.put_in_hands(holstered)
|
||||
holstered = null
|
||||
/obj/item/clothing/suit/armor/tactical/attackby(obj/item/W as obj, mob/user as mob)
|
||||
..()
|
||||
holster.attackby(W, user)
|
||||
|
||||
/obj/item/clothing/suit/armor/tactical/verb/holster()
|
||||
set name = "Holster"
|
||||
set category = "Object"
|
||||
set src in usr
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
if(!holster.holstered)
|
||||
var/obj/item/W = usr.get_active_hand()
|
||||
if(!istype(W, /obj/item))
|
||||
usr << "<span class='warning'>You need your gun equiped to holster it.</span>"
|
||||
return
|
||||
holster.holster(W, usr)
|
||||
else
|
||||
holster.unholster(usr)
|
||||
|
||||
//Non-hardsuit ERT armor.
|
||||
/obj/item/clothing/suit/armor/vest/ert
|
||||
|
||||
@@ -15,7 +15,7 @@
|
||||
item_state = "bluetag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/bluetag)
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/blue)
|
||||
siemens_coefficient = 3.0
|
||||
|
||||
/obj/item/clothing/suit/redtag
|
||||
@@ -25,7 +25,7 @@
|
||||
item_state = "redtag"
|
||||
blood_overlay_type = "armor"
|
||||
body_parts_covered = UPPER_TORSO
|
||||
allowed = list (/obj/item/weapon/gun/energy/laser/redtag)
|
||||
allowed = list (/obj/item/weapon/gun/energy/lasertag/red)
|
||||
siemens_coefficient = 3.0
|
||||
|
||||
/*
|
||||
|
||||
@@ -4,45 +4,40 @@
|
||||
icon_state = "holster"
|
||||
item_color = "holster"
|
||||
slot = "utility"
|
||||
var/obj/item/weapon/gun/holstered = null
|
||||
|
||||
//subtypes can override this to specify what can be holstered
|
||||
/obj/item/clothing/accessory/holster/proc/can_holster(obj/item/weapon/gun/W)
|
||||
return W.isHandgun()
|
||||
var/obj/item/holstered = null
|
||||
|
||||
/obj/item/clothing/accessory/holster/proc/holster(obj/item/I, mob/user as mob)
|
||||
if(holstered)
|
||||
user << "<span class='warning'>There is already a [holstered] holstered here!</span>"
|
||||
user << "<span class='warning'>There is already \a [holstered] holstered here!</span>"
|
||||
return
|
||||
|
||||
if (!istype(I, /obj/item/weapon/gun))
|
||||
user << "<span class='warning'>Only guns can be holstered!</span>"
|
||||
if (!(I.slot_flags & SLOT_HOLSTER))
|
||||
user << "<span class='warning'>[I] won't fit in [src]!</span>"
|
||||
return
|
||||
|
||||
var/obj/item/weapon/gun/W = I
|
||||
if (!can_holster(W))
|
||||
user << "<span class='warning'>This [W] won't fit in the [src]!</span>"
|
||||
return
|
||||
|
||||
holstered = W
|
||||
holstered = I
|
||||
user.drop_from_inventory(holstered)
|
||||
holstered.loc = src
|
||||
holstered.add_fingerprint(user)
|
||||
user.visible_message("<span class='notice'>[user] holsters the [holstered].</span>", "<span class='notice'>You holster the [holstered].</span>")
|
||||
user.visible_message("<span class='notice'>[user] holsters \the [holstered].</span>", "<span class='notice'>You holster \the [holstered].</span>")
|
||||
|
||||
/obj/item/clothing/accessory/holster/proc/unholster(mob/user as mob)
|
||||
if(!holstered)
|
||||
return
|
||||
|
||||
if(istype(user.get_active_hand(),/obj) && istype(user.get_inactive_hand(),/obj))
|
||||
user << "<span class='warning'>You need an empty hand to draw the [holstered]!</span>"
|
||||
user << "<span class='warning'>You need an empty hand to draw \the [holstered]!</span>"
|
||||
else
|
||||
if(user.a_intent == "hurt")
|
||||
usr.visible_message("\red [user] draws the [holstered], ready to shoot!</span>", \
|
||||
"<span class='warning'>You draw the [holstered], ready to shoot!</span>")
|
||||
usr.visible_message(
|
||||
"\red [user] draws \the [holstered], ready to shoot!</span>",
|
||||
"<span class='warning'>You draw \the [holstered], ready to shoot!</span>"
|
||||
)
|
||||
else
|
||||
user.visible_message("<span class='notice'>[user] draws the [holstered], pointing it at the ground.</span>", \
|
||||
"<span class='notice'>You draw the [holstered], pointing it at the ground.</span>")
|
||||
user.visible_message(
|
||||
"<span class='notice'>[user] draws \the [holstered], pointing it at the ground.</span>",
|
||||
"<span class='notice'>You draw \the [holstered], pointing it at the ground.</span>"
|
||||
)
|
||||
user.put_in_hands(holstered)
|
||||
holstered.add_fingerprint(user)
|
||||
holstered = null
|
||||
@@ -86,6 +81,7 @@
|
||||
if(!istype(usr, /mob/living)) return
|
||||
if(usr.stat) return
|
||||
|
||||
//can't we just use src here?
|
||||
var/obj/item/clothing/accessory/holster/H = null
|
||||
if (istype(src, /obj/item/clothing/accessory/holster))
|
||||
H = src
|
||||
@@ -98,10 +94,10 @@
|
||||
usr << "<span class='warning'>Something is very wrong.</span>"
|
||||
|
||||
if(!H.holstered)
|
||||
if(!istype(usr.get_active_hand(), /obj/item/weapon/gun))
|
||||
var/obj/item/W = usr.get_active_hand()
|
||||
if(!istype(W, /obj/item))
|
||||
usr << "<span class='warning'>You need your gun equiped to holster it.</span>"
|
||||
return
|
||||
var/obj/item/weapon/gun/W = usr.get_active_hand()
|
||||
H.holster(W, usr)
|
||||
else
|
||||
H.unholster(usr)
|
||||
|
||||
@@ -1340,22 +1340,21 @@
|
||||
desc = "A stun baton used for incapacitating targets; there seems to be a bunch of tally marks set into the handle."
|
||||
|
||||
///// Deckard .44 - Callum Leamas - Roaper
|
||||
/obj/item/weapon/gun/projectile/detective/fluff/callum_leamas
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas
|
||||
name = "Deckard .44"
|
||||
desc = "A custom built revolver, based off the semi-popular Detective Special model."
|
||||
icon = 'icons/obj/custom_items.dmi'
|
||||
icon_state = "leamas-empty"
|
||||
ammo_type = /obj/item/ammo_magazine/c38/rubber
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/fluff/callum_leamas/update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas/update_icon()
|
||||
..()
|
||||
if(loaded.len)
|
||||
icon_state = "leamas-loaded"
|
||||
else
|
||||
icon_state = "leamas-empty"
|
||||
|
||||
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/fluff/callum_leamas/load_ammo(var/obj/item/A, mob/user)
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
flick("leamas-reloading",src)
|
||||
..()
|
||||
|
||||
@@ -1220,10 +1220,11 @@
|
||||
/mob/living/carbon/human/can_inject(var/mob/user, var/error_msg, var/target_zone)
|
||||
. = 1
|
||||
|
||||
if(!user)
|
||||
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
|
||||
else if(!target_zone)
|
||||
target_zone = user.zone_sel.selecting
|
||||
if(!target_zone)
|
||||
if(!user)
|
||||
target_zone = pick("chest","chest","chest","left leg","right leg","left arm", "right arm", "head")
|
||||
else
|
||||
target_zone = user.zone_sel.selecting
|
||||
|
||||
switch(target_zone)
|
||||
if("head")
|
||||
|
||||
@@ -304,10 +304,7 @@ emp_act
|
||||
throw_mode_off()
|
||||
return
|
||||
|
||||
var/dtype = BRUTE
|
||||
if(istype(O,/obj/item/weapon))
|
||||
var/obj/item/weapon/W = O
|
||||
dtype = W.damtype
|
||||
var/dtype = O.damtype
|
||||
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
|
||||
|
||||
var/zone
|
||||
@@ -318,11 +315,11 @@ emp_act
|
||||
zone = ran_zone("chest",75) //Hits a random part of the body, geared towards the chest
|
||||
|
||||
//check if we hit
|
||||
var/miss_chance = 15
|
||||
if (O.throw_source)
|
||||
var/distance = get_dist(O.throw_source, loc)
|
||||
zone = get_zone_with_miss_chance(zone, src, min(15*(distance-2), 0))
|
||||
else
|
||||
zone = get_zone_with_miss_chance(zone, src, 15)
|
||||
miss_chance = max(15*(distance-2), 0)
|
||||
zone = get_zone_with_miss_chance(zone, src, miss_chance)
|
||||
|
||||
if(!zone)
|
||||
visible_message("\blue \The [O] misses [src] narrowly!")
|
||||
@@ -370,17 +367,21 @@ emp_act
|
||||
affecting.embed(I)
|
||||
|
||||
// Begin BS12 momentum-transfer code.
|
||||
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/obj/item/weapon/W = O
|
||||
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/mass = 1.5
|
||||
if(istype(O, /obj/item))
|
||||
var/obj/item/I = O
|
||||
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/momentum = speed*mass
|
||||
|
||||
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/dir = get_dir(O.throw_source, src)
|
||||
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
|
||||
|
||||
if(!W || !src) return
|
||||
if(!O || !src) return
|
||||
|
||||
if(W.loc == src && W.sharp) //Projectile is embedded and suitable for pinning.
|
||||
if(O.loc == src && O.sharp) //Projectile is embedded and suitable for pinning.
|
||||
var/turf/T = near_wall(dir,2)
|
||||
|
||||
if(T)
|
||||
@@ -389,6 +390,13 @@ emp_act
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
|
||||
/mob/living/carbon/human/embed(var/obj/O, var/def_zone=null)
|
||||
if(!def_zone) ..()
|
||||
|
||||
var/datum/organ/external/affecting = get_organ(def_zone)
|
||||
if(affecting)
|
||||
affecting.embed(O)
|
||||
|
||||
|
||||
/mob/living/carbon/human/proc/bloody_hands(var/mob/living/source, var/amount = 2)
|
||||
if (gloves)
|
||||
|
||||
@@ -63,10 +63,10 @@
|
||||
return
|
||||
|
||||
//Armor
|
||||
var/absorb = run_armor_check(def_zone, P.flag)
|
||||
var/absorb = run_armor_check(def_zone, P.check_armour)
|
||||
var/proj_sharp = is_sharp(P)
|
||||
var/proj_edge = has_edge(P)
|
||||
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
|
||||
if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.check_armour)))
|
||||
proj_sharp = 0
|
||||
proj_edge = 0
|
||||
|
||||
@@ -103,16 +103,13 @@
|
||||
/mob/living/hitby(atom/movable/AM as mob|obj,var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve
|
||||
if(istype(AM,/obj/))
|
||||
var/obj/O = AM
|
||||
var/dtype = BRUTE
|
||||
if(istype(O,/obj/item/weapon))
|
||||
var/obj/item/weapon/W = O
|
||||
dtype = W.damtype
|
||||
var/dtype = O.damtype
|
||||
var/throw_damage = O.throwforce*(speed/THROWFORCE_SPEED_DIVISOR)
|
||||
|
||||
var/miss_chance = 15
|
||||
if (O.throw_source)
|
||||
var/distance = get_dist(O.throw_source, loc)
|
||||
miss_chance = min(15*(distance-2), 0)
|
||||
miss_chance = max(15*(distance-2), 0)
|
||||
|
||||
if (prob(miss_chance))
|
||||
visible_message("\blue \The [O] misses [src] narrowly!")
|
||||
@@ -136,20 +133,23 @@
|
||||
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
|
||||
|
||||
// Begin BS12 momentum-transfer code.
|
||||
if(O.throw_source && speed >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/obj/item/weapon/W = O
|
||||
var/momentum = speed/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/mass = 1.5
|
||||
if(istype(O, /obj/item))
|
||||
var/obj/item/I = O
|
||||
mass = I.w_class/THROWNOBJ_KNOCKBACK_DIVISOR
|
||||
var/momentum = speed*mass
|
||||
|
||||
if(O.throw_source && momentum >= THROWNOBJ_KNOCKBACK_SPEED)
|
||||
var/dir = get_dir(O.throw_source, src)
|
||||
|
||||
visible_message("\red [src] staggers under the impact!","\red You stagger under the impact!")
|
||||
src.throw_at(get_edge_target_turf(src,dir),1,momentum)
|
||||
|
||||
if(!W || !src) return
|
||||
if(!O || !src) return
|
||||
|
||||
if(W.sharp) //Projectile is suitable for pinning.
|
||||
if(O.sharp) //Projectile is suitable for pinning.
|
||||
//Handles embedding for non-humans and simple_animals.
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
embed(O)
|
||||
|
||||
var/turf/T = near_wall(dir,2)
|
||||
|
||||
@@ -158,7 +158,11 @@
|
||||
visible_message("<span class='warning'>[src] is pinned to the wall by [O]!</span>","<span class='warning'>You are pinned to the wall by [O]!</span>")
|
||||
src.anchored = 1
|
||||
src.pinned += O
|
||||
src.verbs += /mob/proc/yank_out_object
|
||||
|
||||
/mob/living/proc/embed(var/obj/O, var/def_zone=null)
|
||||
O.loc = src
|
||||
src.embedded += O
|
||||
src.verbs += /mob/proc/yank_out_object
|
||||
|
||||
//This is called when the mob is thrown into a dense turf
|
||||
/mob/living/proc/turf_collision(var/turf/T, var/speed)
|
||||
|
||||
@@ -223,9 +223,9 @@
|
||||
src.modules += new /obj/item/borg/sight/hud/sec(src)
|
||||
src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/melee/baton/robot(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/taser/mounted/cyborg(src)
|
||||
src.modules += new /obj/item/taperoll/police(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/laser/mounted(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/security/respawn_consumable(var/mob/living/silicon/robot/R)
|
||||
@@ -236,7 +236,7 @@
|
||||
F.icon_state = "flash"
|
||||
else if(F.times_used)
|
||||
F.times_used--
|
||||
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in src.modules
|
||||
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in src.modules
|
||||
if(T.power_supply.charge < T.power_supply.maxcharge)
|
||||
T.power_supply.give(T.charge_cost)
|
||||
T.update_icon()
|
||||
@@ -383,11 +383,11 @@
|
||||
..()
|
||||
src.modules += new /obj/item/device/flash(src)
|
||||
src.modules += new /obj/item/borg/sight/thermal(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/laser/cyborg(src)
|
||||
src.modules += new /obj/item/weapon/gun/energy/laser/mounted(src)
|
||||
src.modules += new /obj/item/weapon/pickaxe/plasmacutter(src)
|
||||
src.modules += new /obj/item/borg/combat/shield(src)
|
||||
src.modules += new /obj/item/borg/combat/mobility(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/lasercannon/cyborg(src)
|
||||
src.emag = new /obj/item/weapon/gun/energy/lasercannon/mounted(src)
|
||||
return
|
||||
|
||||
/obj/item/weapon/robot_module/drone
|
||||
|
||||
@@ -108,7 +108,7 @@
|
||||
usr << "There's no mounting point for the module!"
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/gun/energy/taser/cyborg/T = locate() in R.module
|
||||
var/obj/item/weapon/gun/energy/taser/mounted/cyborg/T = locate() in R.module
|
||||
if(!T)
|
||||
T = locate() in R.module.contents
|
||||
if(!T)
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
icon_state = "russianranged"
|
||||
icon_living = "russianranged"
|
||||
corpse = /obj/effect/landmark/mobcorpse/russian/ranged
|
||||
weapon1 = /obj/item/weapon/gun/projectile/mateba
|
||||
weapon1 = /obj/item/weapon/gun/projectile/revolver/mateba
|
||||
ranged = 1
|
||||
projectiletype = /obj/item/projectile/bullet
|
||||
projectilesound = 'sound/weapons/Gunshot.ogg'
|
||||
|
||||
@@ -159,7 +159,7 @@
|
||||
//If limb took enough damage, try to cut or tear it off
|
||||
if(body_part != UPPER_TORSO && body_part != LOWER_TORSO) //as hilarious as it is, getting hit on the chest too much shouldn't effectively gib you.
|
||||
if(config.limbs_can_break && brute_dam >= max_damage * config.organ_health_multiplier)
|
||||
if( (edge && prob(5 * brute)) || (brute > 20 && prob(2 * brute)) )
|
||||
if( (edge && prob(5 * brute)) || (brute > 20 && prob(brute)) )
|
||||
droplimb(1)
|
||||
return
|
||||
|
||||
|
||||
@@ -127,7 +127,7 @@
|
||||
|
||||
|
||||
/obj/machinery/power/am_control_unit/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
if(Proj.check_armour != "bullet")
|
||||
stability -= Proj.force
|
||||
return 0
|
||||
|
||||
|
||||
@@ -117,7 +117,7 @@ proc/cardinalrange(var/center)
|
||||
|
||||
|
||||
/obj/machinery/am_shielding/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet")
|
||||
if(Proj.check_armour != "bullet")
|
||||
stability -= Proj.force/2
|
||||
return 0
|
||||
|
||||
|
||||
@@ -128,7 +128,7 @@
|
||||
rigged = 1 //broken batterys are dangerous
|
||||
|
||||
/obj/item/weapon/cell/emp_act(severity)
|
||||
charge -= 1000 / severity
|
||||
charge -= maxcharge / severity
|
||||
if (charge < 0)
|
||||
charge = 0
|
||||
if(reliability != 100 && prob(50/severity))
|
||||
|
||||
@@ -42,7 +42,7 @@
|
||||
name = "collector [mysize] OFF"
|
||||
|
||||
/obj/effect/rust_particle_catcher/bullet_act(var/obj/item/projectile/Proj)
|
||||
if(Proj.flag != "bullet" && parent)
|
||||
if(Proj.check_armour != "bullet" && parent)
|
||||
parent.AddEnergy(Proj.damage * 20, 0, 1)
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
@@ -6,73 +6,159 @@
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 1
|
||||
w_class = 1.0
|
||||
w_class = 1
|
||||
var/caliber = "" //Which kind of guns it can be loaded into
|
||||
var/projectile_type //The bullet type to create when New() is called
|
||||
var/obj/item/projectile/BB = null //The loaded bullet
|
||||
var/obj/item/projectile/BB = null //The loaded bullet - make it so that the projectiles are created only when needed?
|
||||
var/spent_icon = null
|
||||
|
||||
/obj/item/ammo_casing/New()
|
||||
..()
|
||||
if(ispath(projectile_type))
|
||||
BB = new projectile_type(src)
|
||||
pixel_x = rand(-10, 10)
|
||||
pixel_y = rand(-10, 10)
|
||||
|
||||
New()
|
||||
..()
|
||||
if(ispath(projectile_type))
|
||||
BB = new projectile_type(src)
|
||||
pixel_x = rand(-10.0, 10)
|
||||
pixel_y = rand(-10.0, 10)
|
||||
set_dir(pick(cardinal))
|
||||
|
||||
//removes the projectile from the ammo casing
|
||||
/obj/item/ammo_casing/proc/expend()
|
||||
. = BB
|
||||
BB = null
|
||||
set_dir(pick(cardinal)) //spin spent casings
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/weapon/screwdriver))
|
||||
if(BB)
|
||||
if(initial(BB.name) == "bullet")
|
||||
var/tmp_label = ""
|
||||
var/label_text = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, MAX_NAME_LEN))
|
||||
if(length(label_text) > 20)
|
||||
user << "\red The inscription can be at most 20 characters long."
|
||||
else
|
||||
if(label_text == "")
|
||||
user << "\blue You scratch the inscription off of [initial(BB)]."
|
||||
BB.name = initial(BB.name)
|
||||
else
|
||||
user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
|
||||
BB.name = "[initial(BB.name)] \"[label_text]\""
|
||||
else
|
||||
user << "\blue You can only inscribe a metal bullet." //because inscribing beanbags is silly
|
||||
else
|
||||
if(!BB)
|
||||
user << "\blue There is no bullet in the casing to inscribe anything into."
|
||||
return
|
||||
|
||||
var/tmp_label = ""
|
||||
var/label_text = sanitize(copytext(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label), 1, MAX_NAME_LEN))
|
||||
if(length(label_text) > 20)
|
||||
user << "\red The inscription can be at most 20 characters long."
|
||||
else if(!label_text)
|
||||
user << "\blue You scratch the inscription off of [initial(BB)]."
|
||||
BB.name = initial(BB.name)
|
||||
else
|
||||
user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]."
|
||||
BB.name = "[initial(BB.name)] (\"[label_text]\")"
|
||||
|
||||
/obj/item/ammo_casing/update_icon()
|
||||
if(spent_icon && !BB)
|
||||
icon_state = spent_icon
|
||||
|
||||
/obj/item/ammo_casing/examine(mob/user)
|
||||
..()
|
||||
if (!BB)
|
||||
user << "This one is spent."
|
||||
|
||||
//Boxes of ammo
|
||||
//Gun loading types
|
||||
#define SINGLE_CASING 1 //The gun only accepts ammo_casings. ammo_magazines should never have this as their mag_type.
|
||||
#define SPEEDLOADER 2 //Transfers casings from the mag to the gun when used.
|
||||
#define MAGAZINE 4 //The magazine item itself goes inside the gun
|
||||
|
||||
//An item that holds casings and can be used to put them inside guns
|
||||
/obj/item/ammo_magazine
|
||||
name = "ammo box (.357)"
|
||||
desc = "A box of ammo"
|
||||
name = "magazine"
|
||||
desc = "A magazine for some kind of gun."
|
||||
icon_state = "357"
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
item_state = "syringe_kit"
|
||||
matter = list("metal" = 50000)
|
||||
throwforce = 2
|
||||
w_class = 2.0
|
||||
matter = list("metal" = 500)
|
||||
throwforce = 5
|
||||
w_class = 2
|
||||
throw_speed = 4
|
||||
throw_range = 10
|
||||
|
||||
var/list/stored_ammo = list()
|
||||
var/ammo_type = "/obj/item/ammo_casing"
|
||||
var/mag_type = SPEEDLOADER //ammo_magazines can only be used with compatible guns. This is not a bitflag, the load_method var on guns is.
|
||||
var/caliber = "357"
|
||||
var/max_ammo = 7
|
||||
|
||||
var/ammo_type = /obj/item/ammo_casing //ammo type that is initially loaded
|
||||
var/initial_ammo = null
|
||||
|
||||
var/multiple_sprites = 0
|
||||
//because BYOND doesn't support numbers as keys in associative lists
|
||||
var/list/icon_keys = list() //keys
|
||||
var/list/ammo_states = list() //values
|
||||
|
||||
/obj/item/ammo_magazine/New()
|
||||
if(multiple_sprites)
|
||||
initialize_magazine_icondata(src)
|
||||
|
||||
New()
|
||||
for(var/i = 1, i <= max_ammo, i++)
|
||||
if(isnull(initial_ammo))
|
||||
initial_ammo = max_ammo
|
||||
|
||||
if(initial_ammo)
|
||||
for(var/i in 1 to initial_ammo)
|
||||
stored_ammo += new ammo_type(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_magazine/attackby(obj/item/weapon/W as obj, mob/user as mob)
|
||||
if(istype(W, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/C = W
|
||||
if(C.caliber != caliber)
|
||||
user << "<span class='warning'>[C] does not fit into [src].</span>"
|
||||
return
|
||||
if(stored_ammo.len >= max_ammo)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
stored_ammo.Insert(1, C) //add to the head of the list
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/attack_self(mob/user)
|
||||
if(!stored_ammo.len)
|
||||
user << "<span class='notice'>[src] is already empty!</span>"
|
||||
return
|
||||
user << "<span class='notice'>You empty [src].</span>"
|
||||
for(var/obj/item/ammo_casing/C in stored_ammo)
|
||||
C.loc = user.loc
|
||||
C.set_dir(pick(cardinal))
|
||||
stored_ammo.Cut()
|
||||
update_icon()
|
||||
if(multiple_sprites)
|
||||
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
|
||||
desc = "There are [stored_ammo.len] shell\s left!"
|
||||
|
||||
/obj/item/ammo_magazine/update_icon()
|
||||
if(multiple_sprites)
|
||||
//find the lowest key greater than or equal to stored_ammo.len
|
||||
var/new_state = null
|
||||
for(var/idx in 1 to icon_keys.len)
|
||||
var/ammo_count = icon_keys[idx]
|
||||
if (ammo_count >= stored_ammo.len)
|
||||
new_state = ammo_states[idx]
|
||||
break
|
||||
icon_state = (new_state)? new_state : initial(icon_state)
|
||||
|
||||
/obj/item/ammo_magazine/examine(mob/user)
|
||||
..()
|
||||
user << "There [(stored_ammo.len > 1)? "are" : "is"] [stored_ammo.len] round\s left!"
|
||||
|
||||
//magazine icon state caching
|
||||
/var/global/list/magazine_icondata_keys = list()
|
||||
/var/global/list/magazine_icondata_states = list()
|
||||
|
||||
/proc/initialize_magazine_icondata(var/obj/item/ammo_magazine/M)
|
||||
var/typestr = "[M.type]"
|
||||
if(!(typestr in magazine_icondata_keys) || !(typestr in magazine_icondata_states))
|
||||
magazine_icondata_cache_add(M)
|
||||
|
||||
M.icon_keys = magazine_icondata_keys[typestr]
|
||||
M.ammo_states = magazine_icondata_states[typestr]
|
||||
|
||||
/proc/magazine_icondata_cache_add(var/obj/item/ammo_magazine/M)
|
||||
var/list/icon_keys = list()
|
||||
var/list/ammo_states = list()
|
||||
var/list/states = icon_states(M.icon)
|
||||
for(var/i = 0, i <= M.max_ammo, i++)
|
||||
var/ammo_state = "[M.icon_state]-[i]"
|
||||
if(ammo_state in states)
|
||||
icon_keys += i
|
||||
ammo_states += ammo_state
|
||||
|
||||
magazine_icondata_keys["[M.type]"] = icon_keys
|
||||
magazine_icondata_states["[M.type]"] = ammo_states
|
||||
|
||||
|
||||
@@ -1,45 +1,159 @@
|
||||
/obj/item/ammo_magazine/a357
|
||||
name = "ammo box (.357)"
|
||||
desc = "A box of .357 ammo"
|
||||
icon_state = "357"
|
||||
ammo_type = "/obj/item/ammo_casing/a357"
|
||||
//name = "ammo box (.357)"
|
||||
//desc = "A box of .357 ammo"
|
||||
//icon_state = "357"
|
||||
name = "speed loader (.357)"
|
||||
icon_state = "T38"
|
||||
caliber = "357"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c38
|
||||
name = "speed loader (.38)"
|
||||
icon_state = "38"
|
||||
ammo_type = "/obj/item/ammo_casing/c38"
|
||||
caliber = "38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c38/rubber
|
||||
name = "speed loader (.38 rubber)"
|
||||
ammo_type = /obj/item/ammo_casing/c38r
|
||||
|
||||
/obj/item/ammo_magazine/c45m
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
mag_type = MAGAZINE
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45/empty
|
||||
max_ammo = 0
|
||||
/obj/item/ammo_magazine/c45m/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/c45r
|
||||
/obj/item/ammo_magazine/c45m/rubber
|
||||
name = "magazine (.45 rubber)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45r"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
ammo_type = /obj/item/ammo_casing/c45r
|
||||
|
||||
/obj/item/ammo_magazine/c45f
|
||||
/obj/item/ammo_magazine/c45m/flash
|
||||
name = "magazine (.45 flash)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45f"
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm
|
||||
name = "magazine (9mm)"
|
||||
icon_state = "9x19p"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/flash
|
||||
ammo_type = /obj/item/ammo_casing/c9mmf
|
||||
|
||||
/obj/item/ammo_magazine/c9mm
|
||||
name = "ammunition Box (9mm)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
caliber = "9mm"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/c9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/c45
|
||||
name = "ammunition Box (.45)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_magazine/c9mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a12mm
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "12mm"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a12mm/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a50
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".50"
|
||||
ammo_type = /obj/item/ammo_casing/a50
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/c45r/empty
|
||||
max_ammo = 0
|
||||
/obj/item/ammo_magazine/a50/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a75
|
||||
name = "ammo magazine (20mm)"
|
||||
icon_state = "75"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "75"
|
||||
ammo_type = /obj/item/ammo_casing/a75
|
||||
multiple_sprites = 1
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_magazine/a75/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a762
|
||||
name = "magazine box (7.62mm)"
|
||||
icon_state = "a762"
|
||||
origin_tech = "combat=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a762"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 50
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a762/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/c762
|
||||
name = "magazine (7.62mm)"
|
||||
icon_state = "c762"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "a762"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/chameleon
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
mag_type = MAGAZINE
|
||||
caliber = ".45"
|
||||
ammo_type = /obj/item/ammo_casing/chameleon
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
|
||||
/obj/item/ammo_magazine/chameleon/empty
|
||||
initial_ammo = 0
|
||||
|
||||
/*
|
||||
//unused garbage
|
||||
|
||||
/obj/item/ammo_magazine/a418
|
||||
name = "ammo box (.418)"
|
||||
@@ -48,116 +162,10 @@
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a666
|
||||
name = "ammo box (.666)"
|
||||
icon_state = "666"
|
||||
ammo_type = "/obj/item/ammo_casing/a666"
|
||||
max_ammo = 4
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm
|
||||
name = "magazine (9mm)"
|
||||
icon_state = "9x19p"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
max_ammo = 10
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/mc9mm/empty/New()
|
||||
..()
|
||||
stored_ammo = list()
|
||||
update_icon()
|
||||
|
||||
/obj/item/ammo_magazine/c9mm
|
||||
name = "Ammunition Box (9mm)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
max_ammo = 30
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/c45
|
||||
name = "Ammunition Box (.45)"
|
||||
icon_state = "9mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
max_ammo = 30
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a12mm
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
max_ammo = 20
|
||||
multiple_sprites = 1
|
||||
|
||||
|
||||
/obj/item/ammo_magazine/a12mm/empty
|
||||
name = "magazine (12mm)"
|
||||
icon_state = "12mm"
|
||||
ammo_type = "/obj/item/ammo_casing/12mm"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a50
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a50"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a50/empty
|
||||
name = "magazine (.50)"
|
||||
icon_state = "50ae"
|
||||
ammo_type = "/obj/item/ammo_casing/a50"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a75
|
||||
name = "ammo magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
multiple_sprites = 1
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_magazine/a75/empty
|
||||
name = "ammo magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
max_ammo = 0
|
||||
|
||||
/obj/item/ammo_magazine/a762
|
||||
name = "magazine (a762)"
|
||||
icon_state = "a762"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
max_ammo = 50
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/a762/empty
|
||||
name = "magazine (a762)"
|
||||
icon_state = "a762"
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
max_ammo = 0
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_magazine/chameleon
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/chameleon"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
|
||||
/obj/item/ammo_magazine/chameleon/empty
|
||||
name = "magazine (.45)"
|
||||
icon_state = "45"
|
||||
ammo_type = "/obj/item/ammo_casing/chameleon"
|
||||
max_ammo = 0
|
||||
multiple_sprites = 1
|
||||
matter = list()
|
||||
*/
|
||||
|
||||
@@ -16,6 +16,11 @@
|
||||
/obj/item/ammo_casing/c38
|
||||
desc = "A .38 bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
|
||||
/obj/item/ammo_casing/c38r
|
||||
desc = "A .38 rubber bullet casing."
|
||||
caliber = "38"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol/rubber
|
||||
|
||||
/obj/item/ammo_casing/c9mm
|
||||
@@ -23,6 +28,12 @@
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/bullet/pistol
|
||||
|
||||
/obj/item/ammo_casing/c9mmf
|
||||
desc = "A 9mm flash shell casing."
|
||||
caliber = "9mm"
|
||||
projectile_type = /obj/item/projectile/energy/flash
|
||||
|
||||
|
||||
/obj/item/ammo_casing/c45
|
||||
desc = "A .45 bullet casing."
|
||||
caliber = ".45"
|
||||
@@ -73,36 +84,39 @@
|
||||
projectile_type = /obj/item/projectile/bullet/shotgun/beanbag
|
||||
matter = list("metal" = 500)
|
||||
|
||||
//Can stun in one hit if aimed at the head, but
|
||||
//is blocked by clothing that stops tasers and is vulnerable to EMP
|
||||
/obj/item/ammo_casing/shotgun/stunshell
|
||||
name = "stun shell"
|
||||
desc = "A 12 gauge taser cartridge."
|
||||
icon_state = "stunshell"
|
||||
spent_icon = "stunshell-spent"
|
||||
projectile_type = /obj/item/projectile/energy/electrode/stunshot
|
||||
matter = list("metal" = 1250, "glass" = 1250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/stunshell/emp_act(severity)
|
||||
if(prob(100/severity)) BB = null
|
||||
update_icon()
|
||||
|
||||
//Does not stun, only blinds, but has area of effect.
|
||||
/obj/item/ammo_casing/shotgun/flash
|
||||
name = "flash shell"
|
||||
desc = "A flash shell used to provide illumination."
|
||||
desc = "A chemical shell used to signal distress or provide illumination."
|
||||
icon_state = "fshell"
|
||||
projectile_type = /obj/item/projectile/energy/flash/flare
|
||||
matter = list("metal" = 250, "glass" = 250)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns."
|
||||
icon_state = "dart"
|
||||
projectile_type = /obj/item/projectile/energy/dart
|
||||
matter = list("metal" = 12500)
|
||||
|
||||
/obj/item/ammo_casing/a762
|
||||
desc = "A 7.62mm bullet casing."
|
||||
caliber = "a762"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a762
|
||||
|
||||
/obj/item/ammo_casing/a145
|
||||
name = "\improper AP shell casing"
|
||||
name = "shell casing"
|
||||
desc = "A 14.5mm AP shell."
|
||||
icon_state = "slshell"
|
||||
icon_state = "lcasing"
|
||||
spent_icon = "lcasing-spent"
|
||||
caliber = "14.5mm"
|
||||
projectile_type = /obj/item/projectile/bullet/rifle/a145
|
||||
|
||||
/obj/item/ammo_casing/rocket
|
||||
@@ -118,6 +132,7 @@
|
||||
projectile_type = /obj/item/projectile/bullet/chameleon
|
||||
caliber = ".45"
|
||||
|
||||
/*
|
||||
/obj/item/ammo_casing/a418
|
||||
desc = "A .418 bullet casing."
|
||||
caliber = "357"
|
||||
@@ -127,3 +142,4 @@
|
||||
desc = "A .666 bullet casing."
|
||||
caliber = "357"
|
||||
projectile_type = /obj/item/projectile/bullet/cyanideround
|
||||
*/
|
||||
@@ -1,3 +1,4 @@
|
||||
//Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance
|
||||
/obj/item/weapon/gun
|
||||
name = "gun"
|
||||
desc = "Its a gun. It's pretty terrible, though."
|
||||
@@ -5,59 +6,88 @@
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
matter = list("metal" = 2000)
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
throwforce = 5
|
||||
throw_speed = 4
|
||||
throw_range = 5
|
||||
force = 5.0
|
||||
force = 5
|
||||
origin_tech = "combat=1"
|
||||
attack_verb = list("struck", "hit", "bashed")
|
||||
zoomdevicename = "scope"
|
||||
|
||||
var/fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
var/obj/item/projectile/in_chamber = null
|
||||
var/caliber = ""
|
||||
var/silenced = 0
|
||||
var/recoil = 0
|
||||
var/ejectshell = 1
|
||||
var/clumsy_check = 1
|
||||
var/tmp/list/mob/living/target //List of who yer targeting.
|
||||
var/tmp/lock_time = -100
|
||||
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
|
||||
var/automatic = 0 //Used to determine if you can target multiple people.
|
||||
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
|
||||
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
|
||||
var/firerate = 0 //0 for keep shooting until aim is lowered
|
||||
// 1 for one bullet after tarrget moves and aim is lowered
|
||||
var/fire_delay = 6
|
||||
var/fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
var/fire_sound_text = "gunshot"
|
||||
var/recoil = 0 //screen shake
|
||||
var/silenced = 0
|
||||
var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment.
|
||||
var/scoped_accuracy = null
|
||||
|
||||
var/last_fired = 0
|
||||
|
||||
proc/ready_to_fire()
|
||||
if(world.time >= last_fired + fire_delay)
|
||||
last_fired = world.time
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
//aiming system stuff
|
||||
var/keep_aim = 1 //1 for keep shooting until aim is lowered
|
||||
//0 for one bullet after tarrget moves and aim is lowered
|
||||
var/multi_aim = 0 //Used to determine if you can target multiple people.
|
||||
var/tmp/list/mob/living/aim_targets //List of who yer targeting.
|
||||
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
|
||||
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
|
||||
var/tmp/lock_time = -100
|
||||
|
||||
proc/load_into_chamber()
|
||||
/obj/item/weapon/gun/New()
|
||||
..()
|
||||
if(isnull(scoped_accuracy))
|
||||
scoped_accuracy = accuracy
|
||||
|
||||
//Returns 1 if the gun is able to be fired
|
||||
/obj/item/weapon/gun/proc/ready_to_fire()
|
||||
if(world.time >= last_fired + fire_delay)
|
||||
last_fired = world.time
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
proc/special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver.
|
||||
return 1
|
||||
//Checks whether a given mob can use the gun
|
||||
//Any checks that shouldn't result in handle_click_empty() being called if they fail should go here.
|
||||
//Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there.
|
||||
/obj/item/weapon/gun/proc/special_check(var/mob/user)
|
||||
if(!istype(user, /mob/living))
|
||||
return 0
|
||||
if(!user.IsAdvancedToolUser())
|
||||
return 0
|
||||
|
||||
emp_act(severity)
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
var/mob/living/M = user
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, flag, params)
|
||||
if(flag) return //It's adjacent, is the user, or is on the user's person
|
||||
if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return//Shouldnt flag take care of this?
|
||||
if(HULK in M.mutations)
|
||||
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
|
||||
return 0
|
||||
if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
|
||||
var/obj/P = consume_next_projectile()
|
||||
if(P)
|
||||
if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
|
||||
handle_post_fire(user, user)
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] shoots \himself in the foot with \the [src]!</span>",
|
||||
"<span class='danger'>You shoot yourself in the foot with \the [src]!</span>"
|
||||
)
|
||||
M.drop_item()
|
||||
else
|
||||
handle_click_empty(user)
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/emp_act(severity)
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/A, mob/living/user, adjacent, params)
|
||||
if(adjacent) return //A is adjacent, is the user, or is on the user's person
|
||||
|
||||
//decide whether to aim or shoot normally
|
||||
var/aiming = 0
|
||||
if(user && user.client && !(A in target))
|
||||
if(user && user.client && !(A in aim_targets))
|
||||
var/client/C = user.client
|
||||
//If help intent is on and we have clicked on an eligible target, switch to aim mode automatically
|
||||
if(user.a_intent == "help" && isliving(A) && !C.gun_mode)
|
||||
@@ -72,30 +102,16 @@
|
||||
else
|
||||
Fire(A,user,params) //Otherwise, fire normally.
|
||||
|
||||
/obj/item/weapon/gun/proc/isHandgun()
|
||||
return 1
|
||||
/obj/item/weapon/gun/attack(atom/A, mob/living/user, def_zone)
|
||||
if (A == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
|
||||
handle_suicide(user)
|
||||
else if(user.a_intent == "hurt") //point blank shooting
|
||||
Fire(A, user, pointblank=1)
|
||||
else
|
||||
return ..() //Pistolwhippin'
|
||||
|
||||
/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
|
||||
//Exclude lasertag guns from the CLUMSY check.
|
||||
if(!user) return
|
||||
|
||||
if(clumsy_check)
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if ((CLUMSY in M.mutations) && prob(50))
|
||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return
|
||||
|
||||
if (!user.IsAdvancedToolUser())
|
||||
return
|
||||
if(istype(user, /mob/living))
|
||||
var/mob/living/M = user
|
||||
if (HULK in M.mutations)
|
||||
M << "<span class='danger'>Your fingers are much too large for the trigger guard!</span>"
|
||||
return
|
||||
/obj/item/weapon/gun/proc/Fire(atom/target, mob/living/user, params, pointblank=0, reflex=0)
|
||||
if(!user || !target) return
|
||||
|
||||
add_fingerprint(user)
|
||||
|
||||
@@ -107,22 +123,68 @@
|
||||
user << "<span class='warning'>[src] is not ready to fire again!"
|
||||
return
|
||||
|
||||
if(!load_into_chamber()) //CHECK
|
||||
return click_empty(user)
|
||||
|
||||
if(!in_chamber)
|
||||
var/obj/projectile = consume_next_projectile(user)
|
||||
if(!projectile)
|
||||
handle_click_empty(user)
|
||||
return
|
||||
|
||||
user.next_move = world.time + 4
|
||||
|
||||
if(process_projectile(projectile, user, target, user.zone_sel.selecting, params, pointblank, reflex))
|
||||
handle_post_fire(user, target, pointblank, reflex)
|
||||
|
||||
update_icon()
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
|
||||
//obtains the next projectile to fire
|
||||
/obj/item/weapon/gun/proc/consume_next_projectile()
|
||||
return null
|
||||
|
||||
//used by aiming code
|
||||
/obj/item/weapon/gun/proc/can_hit(atom/target as mob, var/mob/living/user as mob)
|
||||
if(!special_check(user))
|
||||
return 2
|
||||
//just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone
|
||||
//on the other side of a window if it makes a difference. Or if they run behind a window, too bad.
|
||||
return check_trajectory(target, user)
|
||||
|
||||
//called if there was no projectile to shoot
|
||||
/obj/item/weapon/gun/proc/handle_click_empty(mob/user)
|
||||
if (user)
|
||||
user.visible_message("*click click*", "<span class='danger'>*click*</span>")
|
||||
else
|
||||
src.visible_message("*click click*")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
//called after successfully firing
|
||||
/obj/item/weapon/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank=0, var/reflex=0)
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
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 a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
user.visible_message(
|
||||
"<span class='danger'>[user] fires [src][pointblank ? " point blank at [target]":""][reflex ? " by reflex":""]!</span>",
|
||||
"<span class='warning'>You fire [src][reflex ? "by reflex":""]!</span>",
|
||||
"You hear a [fire_sound_text]!"
|
||||
)
|
||||
|
||||
user.next_move = world.time + 4
|
||||
if(recoil)
|
||||
spawn()
|
||||
shake_camera(user, recoil+1, recoil)
|
||||
update_icon()
|
||||
|
||||
//does the actual shooting
|
||||
/obj/item/weapon/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
|
||||
if(!istype(projectile, /obj/item/projectile))
|
||||
return 0 //default behaviour only applies to true projectiles
|
||||
|
||||
var/obj/item/projectile/P = projectile
|
||||
|
||||
//shooting while in shock
|
||||
var/x_offset = 0
|
||||
var/y_offset = 0
|
||||
if(istype(user, /mob/living/carbon))
|
||||
@@ -134,101 +196,68 @@
|
||||
y_offset = rand(-1,1)
|
||||
x_offset = rand(-1,1)
|
||||
|
||||
var/p_x
|
||||
var/p_y
|
||||
//Point blank bonus
|
||||
if(pointblank) P.damage *= 1.3
|
||||
|
||||
//TODO: accuracy modifiers
|
||||
|
||||
if(params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
p_y = text2num(mouse_control["icon-y"])
|
||||
P.set_clickpoint(params)
|
||||
|
||||
if(in_chamber)
|
||||
var/fail = in_chamber.launch(
|
||||
target = target,
|
||||
user = user,
|
||||
launcher = src,
|
||||
target_zone = user.zone_sel.selecting,
|
||||
x_offset = x_offset,
|
||||
y_offset = y_offset,
|
||||
px = p_x,
|
||||
py = p_y
|
||||
)
|
||||
return !P.launch(target, user, src, target_zone, x_offset, y_offset)
|
||||
|
||||
if(fail) return
|
||||
//Suicide handling.
|
||||
/obj/item/weapon/gun/var/mouthshoot = 0 //To stop people from suiciding twice... >.>
|
||||
/obj/item/weapon/gun/proc/handle_suicide(mob/living/user)
|
||||
if(!ishuman(user))
|
||||
return
|
||||
var/mob/living/carbon/human/M = user
|
||||
|
||||
if(recoil)
|
||||
spawn()
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
|
||||
sleep(1)
|
||||
in_chamber = null
|
||||
|
||||
update_icon()
|
||||
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
/obj/item/weapon/gun/proc/can_fire()
|
||||
return load_into_chamber()
|
||||
|
||||
/obj/item/weapon/gun/proc/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return in_chamber.check_fire(target,user)
|
||||
|
||||
/obj/item/weapon/gun/proc/click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*click click*", "\red <b>*click*</b>")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
else
|
||||
src.visible_message("*click click*")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
|
||||
//Suicide handling.
|
||||
if (M == user && user.zone_sel.selecting == "mouth" && !mouthshoot)
|
||||
mouthshoot = 1
|
||||
M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
|
||||
if(!do_after(user, 40))
|
||||
M.visible_message("\blue [user] decided life was worth living")
|
||||
mouthshoot = 0
|
||||
return
|
||||
if (load_into_chamber())
|
||||
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
|
||||
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
user << "<span class = 'notice'>Ow...</span>"
|
||||
user.apply_effect(110,AGONY,0)
|
||||
del(in_chamber)
|
||||
mouthshoot = 0
|
||||
return
|
||||
mouthshoot = 1
|
||||
M.visible_message("\red [user] sticks their gun in their mouth, ready to pull the trigger...")
|
||||
if(!do_after(user, 40))
|
||||
M.visible_message("\blue [user] decided life was worth living")
|
||||
mouthshoot = 0
|
||||
return
|
||||
var/obj/item/projectile/in_chamber = consume_next_projectile()
|
||||
if (istype(in_chamber))
|
||||
user.visible_message("<span class = 'warning'>[user] pulls the trigger.</span>")
|
||||
if(silenced)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
click_empty(user)
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(istype(in_chamber, /obj/item/projectile/beam/lastertag))
|
||||
user.show_message("<span class = 'warning'>You feel rather silly, trying to commit suicide with a toy.</span>")
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
if (load_into_chamber())
|
||||
//Point blank shooting if on harm intent or target we were targeting.
|
||||
if(user.a_intent == "hurt")
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] point blank at [M]!</b>")
|
||||
if(istype(in_chamber)) in_chamber.damage *= 1.3
|
||||
Fire(M,user)
|
||||
return
|
||||
else if(target && M in target)
|
||||
Fire(M,user) ///Otherwise, shoot!
|
||||
return
|
||||
in_chamber.on_hit(M)
|
||||
if (in_chamber.damage_type != HALLOSS)
|
||||
user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, "head", used_weapon = "Point blank shot in the mouth with \a [in_chamber]", sharp=1)
|
||||
user.death()
|
||||
else
|
||||
user << "<span class = 'notice'>Ow...</span>"
|
||||
user.apply_effect(110,AGONY,0)
|
||||
del(in_chamber)
|
||||
mouthshoot = 0
|
||||
return
|
||||
else
|
||||
return ..() //Pistolwhippin'
|
||||
handle_click_empty(user)
|
||||
mouthshoot = 0
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/proc/toggle_scope(var/zoom_amount=2.0)
|
||||
//looking through a scope limits your periphereal vision
|
||||
//still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW
|
||||
var/zoom_offset = round(world.view * zoom_amount)
|
||||
var/view_size = round(world.view + zoom_amount)
|
||||
var/scoped_accuracy_mod = zoom_offset
|
||||
|
||||
zoom(zoom_offset, view_size)
|
||||
if(zoom)
|
||||
accuracy = scoped_accuracy + scoped_accuracy_mod
|
||||
if(recoil)
|
||||
recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope
|
||||
else
|
||||
accuracy = (accuracy)
|
||||
recoil = initial(recoil)
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
//Vox pinning weapon.
|
||||
/obj/item/weapon/gun/launcher/spikethrower
|
||||
name = "Vox spike thrower"
|
||||
name = "vox spike thrower"
|
||||
desc = "A vicious alien projectile weapon. Parts of it quiver gelatinously, as though the thing is insectile and alive."
|
||||
|
||||
var/last_regen = 0
|
||||
@@ -24,7 +24,6 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/process()
|
||||
|
||||
if(spikes < max_spikes && world.time > last_regen + spike_gen_time)
|
||||
spikes++
|
||||
last_regen = world.time
|
||||
@@ -32,35 +31,26 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/examine(mob/user)
|
||||
..(user)
|
||||
user << "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining."
|
||||
user << "It has [spikes] spike\s remaining."
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
|
||||
icon_state = "spikethrower[spikes]"
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/special_check(user)
|
||||
if(istype(user,/mob/living/carbon/human))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
|
||||
user << "\red \The [src] does not respond to you!"
|
||||
user << "<span class='warning'>\The [src] does not respond to you!</span>"
|
||||
return 0
|
||||
return 1
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/update_release_force()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(spikes < 1) return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/consume_next_projectile()
|
||||
if(spikes < 1) return null
|
||||
spikes--
|
||||
in_chamber = new /obj/item/weapon/spike(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/spikethrower/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(..()) update_icon()
|
||||
return new /obj/item/weapon/spike(src)
|
||||
|
||||
//This gun only functions for armalis. The on-sprite is too huge to render properly on other sprites.
|
||||
/obj/item/weapon/gun/energy/noisecannon
|
||||
@@ -74,7 +64,7 @@
|
||||
|
||||
force = 10
|
||||
projectile_type = /obj/item/projectile/energy/sonic
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
fire_delay = 40
|
||||
fire_sound = 'sound/effects/basscannon.ogg'
|
||||
|
||||
@@ -91,13 +81,9 @@
|
||||
if(H.species.name == "Vox Armalis")
|
||||
..()
|
||||
return
|
||||
user << "\red \The [src] is far too large for you to pick up."
|
||||
user << "<span class='warning'>\The [src] is far too large for you to pick up.</span>"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/noisecannon/load_into_chamber() //Does not have ammo.
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/noisecannon/update_icon()
|
||||
return
|
||||
|
||||
@@ -108,7 +94,7 @@
|
||||
icon_state = "particle"
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
flag = "bullet"
|
||||
check_armour = "bullet"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
|
||||
embed = 0
|
||||
|
||||
@@ -3,39 +3,78 @@
|
||||
desc = "A basic energy-based gun."
|
||||
icon_state = "energy"
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
fire_sound_text = "laser blast"
|
||||
|
||||
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
|
||||
var/charge_cost = 100 //How much energy is needed to fire.
|
||||
var/cell_type = "/obj/item/weapon/cell"
|
||||
var/cell_type = /obj/item/weapon/cell
|
||||
var/projectile_type = /obj/item/projectile/beam/practice
|
||||
var/modifystate
|
||||
var/charge_meter = 1 //if set, the icon state will be chosen based on the current charge
|
||||
|
||||
emp_act(severity)
|
||||
power_supply.use(round(power_supply.maxcharge / severity))
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
else
|
||||
power_supply = new(src)
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
return
|
||||
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber) return 1
|
||||
if(!power_supply) return 0
|
||||
if(!power_supply.use(charge_cost)) return 0
|
||||
if(!ispath(projectile_type)) return 0
|
||||
in_chamber = new projectile_type(src)
|
||||
return 1
|
||||
|
||||
//self-recharging
|
||||
var/self_recharge = 0 //if set, the weapon will recharge itself
|
||||
var/use_external_power = 0 //if set, the weapon will look for an external power source to draw from, otherwise it recharges magically
|
||||
var/recharge_time = 4
|
||||
var/charge_tick = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/emp_act(severity)
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/New()
|
||||
..()
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
if(self_recharge)
|
||||
processing_objects.Add(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/Del()
|
||||
if(self_recharge)
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/process()
|
||||
if(self_recharge) //Every [recharge_time] ticks, recharge a shot for the cyborg
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
if(!power_supply || power_supply.charge >= power_supply.maxcharge)
|
||||
return 0 // check if we actually need to recharge
|
||||
|
||||
if(use_external_power)
|
||||
var/obj/item/weapon/cell/external = get_external_power_supply()
|
||||
if(!external || !external.use(charge_cost)) //Take power from the borg...
|
||||
return 0
|
||||
|
||||
power_supply.give(charge_cost) //... to recharge the shot
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/consume_next_projectile()
|
||||
if(!power_supply) return null
|
||||
if(!ispath(projectile_type)) return null
|
||||
if(!power_supply.use(charge_cost)) return null
|
||||
return new projectile_type(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/get_external_power_supply()
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
return R.cell
|
||||
if(istype(src.loc, /obj/item/rig_module))
|
||||
var/obj/item/rig_module/module = src.loc
|
||||
if(module.holder && module.holder.wearer)
|
||||
var/mob/living/carbon/human/H = module.holder.wearer
|
||||
if(istype(H) && H.back)
|
||||
var/obj/item/weapon/rig/suit = H.back
|
||||
if(istype(suit))
|
||||
return suit.cell
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/energy/update_icon()
|
||||
if(charge_meter)
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
if(modifystate)
|
||||
|
||||
@@ -4,89 +4,53 @@
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
w_class = 3.0
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = 3
|
||||
force = 10 //it has a stock, might as well give some kind of perk over the egun
|
||||
matter = list("metal" = 2000)
|
||||
origin_tech = "combat=3;magnets=2"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/practice
|
||||
name = "practice laser gun"
|
||||
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
clumsy_check = 0
|
||||
|
||||
obj/item/weapon/gun/energy/laser/retro
|
||||
name = "retro laser"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain
|
||||
/obj/item/weapon/gun/energy/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 10
|
||||
force = 5
|
||||
slot_flags = SLOT_BELT
|
||||
origin_tech = null
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(100)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
self_recharge = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon
|
||||
name = "laser cannon"
|
||||
desc = "With the L.A.S.E.R. cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
|
||||
desc = "With the laser cannon, the lasing medium is enclosed in a tube lined with uranium-235 and subjected to high neutron flux in a nuclear reactor core. This incredible technology may help YOU achieve high excitation rates with small laser volumes!"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
origin_tech = "combat=4;materials=3;powerstorage=3"
|
||||
projectile_type = "/obj/item/projectile/beam/heavylaser"
|
||||
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/beam/heavylaser
|
||||
charge_cost = 250
|
||||
fire_delay = 20
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(250)
|
||||
in_chamber = new/obj/item/projectile/beam/heavylaser(src)
|
||||
return 1
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/lasercannon/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
recharge_time = 25
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
@@ -94,80 +58,58 @@ obj/item/weapon/gun/energy/laser/retro
|
||||
icon_state = "xray"
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
origin_tech = "combat=5;materials=3;magnets=2;syndicate=2"
|
||||
projectile_type = "/obj/item/projectile/beam/xray"
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
charge_cost = 50
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
desc = "A high-power laser rifle fitted with a SMART aiming-system scope."
|
||||
icon_state = "sniper"
|
||||
item_state = "laser"
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
projectile_type = /obj/item/projectile/beam/sniper
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 250
|
||||
fire_delay = 35
|
||||
force = 10
|
||||
w_class = 4
|
||||
accuracy = -3 //shooting at the hip
|
||||
scoped_accuracy = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(2.0)
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/bluetag
|
||||
/obj/item/weapon/gun/energy/lasertag
|
||||
name = "laser tag gun"
|
||||
item_state = "laser"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
self_recharge = 1
|
||||
matter = list("metal" = 2000)
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||
var/required_vest
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(!istype(M.wear_suit, required_vest))
|
||||
M << "<span class='warning'>You need to be wearing your laser tag vest!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/lasertag/blue
|
||||
icon_state = "bluetag"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
projectile_type = "/obj/item/projectile/beam/lastertag/blue"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/blue
|
||||
required_vest = /obj/item/clothing/suit/bluetag
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
|
||||
return 1
|
||||
M << "\red You need to be wearing your laser tag vest!"
|
||||
return 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/redtag
|
||||
name = "laser tag gun"
|
||||
/obj/item/weapon/gun/energy/lasertag/red
|
||||
icon_state = "redtag"
|
||||
desc = "Standard issue weapon of the Imperial Guard"
|
||||
projectile_type = "/obj/item/projectile/beam/lastertag/red"
|
||||
origin_tech = "combat=1;magnets=2"
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(ishuman(M))
|
||||
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
|
||||
return 1
|
||||
M << "\red You need to be wearing your laser tag vest!"
|
||||
return 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
projectile_type = /obj/item/projectile/beam/lastertag/red
|
||||
required_vest = /obj/item/clothing/suit/redtag
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun with two settings: Stun and kill."
|
||||
desc = "An energy-based gun with two settings: Stun and kill."
|
||||
icon_state = "energystun100"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
@@ -12,118 +12,108 @@
|
||||
|
||||
var/mode = 0 //0 = stun, 1 = kill
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to kill.</span>"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
modifystate = "energykill"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to stun.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
modifystate = "energystun"
|
||||
update_icon()
|
||||
if(user.l_hand == src)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red [src.name] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
modifystate = "energykill"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red [src.name] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
modifystate = "energystun"
|
||||
update_icon()
|
||||
if(user.l_hand == src)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
/obj/item/weapon/gun/energy/gun/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
name = "advanced energy gun"
|
||||
desc = "An energy gun with an experimental miniaturized reactor."
|
||||
icon_state = "nucgun"
|
||||
origin_tech = "combat=3;materials=5;powerstorage=3"
|
||||
slot_flags = SLOT_BELT
|
||||
force = 8 //looks heavier than a pistol
|
||||
self_recharge = 1
|
||||
var/lightfail = 0
|
||||
var/charge_tick = 0
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
//override for failcheck behaviour
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(charge_cost)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
|
||||
Del()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
|
||||
if (src in M.contents)
|
||||
M << "<span class='warning'>Your gun feels pleasantly warm for a moment.</span>"
|
||||
else
|
||||
M << "<span class='warning'>You feel a warm sensation.</span>"
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "<span class='danger'>Your gun's reactor overloads!</span>"
|
||||
M << "<span class='warning'>You feel a wave of heat wash over you.</span>"
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
update_icon()
|
||||
return 0
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
if((power_supply.charge / power_supply.maxcharge) != 1)
|
||||
if(!failcheck()) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
proc
|
||||
failcheck()
|
||||
lightfail = 0
|
||||
if (prob(src.reliability)) return 1 //No failure
|
||||
if (prob(src.reliability))
|
||||
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun feels pleasantly warm for a moment."
|
||||
else
|
||||
M << "\red You feel a warm sensation."
|
||||
M.apply_effect(rand(3,120), IRRADIATE)
|
||||
lightfail = 1
|
||||
else
|
||||
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
|
||||
if (src in M.contents)
|
||||
M << "\red Your gun's reactor overloads!"
|
||||
M << "\red You feel a wave of heat wash over you."
|
||||
M.apply_effect(300, IRRADIATE)
|
||||
crit_fail = 1 //break the gun so it stops recharging
|
||||
processing_objects.Remove(src)
|
||||
update_icon()
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/proc/update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
update_charge()
|
||||
if (crit_fail)
|
||||
overlays += "nucgun-whee"
|
||||
return
|
||||
var/ratio = power_supply.charge / power_supply.maxcharge
|
||||
ratio = round(ratio, 0.25) * 100
|
||||
overlays += "nucgun-[ratio]"
|
||||
|
||||
|
||||
update_reactor()
|
||||
if(crit_fail)
|
||||
overlays += "nucgun-crit"
|
||||
return
|
||||
if(lightfail)
|
||||
overlays += "nucgun-medium"
|
||||
else if ((power_supply.charge/power_supply.maxcharge) <= 0.5)
|
||||
overlays += "nucgun-light"
|
||||
else
|
||||
overlays += "nucgun-clean"
|
||||
|
||||
|
||||
update_mode()
|
||||
if (mode == 0)
|
||||
overlays += "nucgun-stun"
|
||||
else if (mode == 1)
|
||||
overlays += "nucgun-kill"
|
||||
|
||||
|
||||
emp_act(severity)
|
||||
..()
|
||||
reliability -= round(15/severity)
|
||||
|
||||
|
||||
update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
/obj/item/weapon/gun/energy/gun/nuclear/update_icon()
|
||||
overlays.Cut()
|
||||
update_charge()
|
||||
update_reactor()
|
||||
update_mode()
|
||||
|
||||
@@ -1,70 +1,57 @@
|
||||
/obj/item/weapon/gun/energy/pulse_rifle
|
||||
name = "pulse rifle"
|
||||
desc = "A heavy-duty, pulse-based energy weapon, preferred by front-line combat personnel."
|
||||
desc = "A weapon that uses advanced pulse-based beam generation technology to emit powerful laser blasts. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
icon_state = "pulse"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
force = 10
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
charge_cost = 200
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
cell_type = "/obj/item/weapon/cell/super"
|
||||
cell_type = /obj/item/weapon/cell/super
|
||||
var/mode = 2
|
||||
fire_delay = 25
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "\red \The [src] is now set to stun."
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "\red \The [src] is now set to kill."
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "\red \The [name] is now set to DESTROY."
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
return
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/cyborg/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost)
|
||||
in_chamber = new/obj/item/projectile/beam(src)
|
||||
return 1
|
||||
return 0
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(2)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to stun.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to kill.</span>"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
if(1)
|
||||
mode = 2
|
||||
charge_cost = 200
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
user << "<span class='warning'>[src.name] is now set to DESTROY.</span>"
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty, pulse-based energy weapon."
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
desc = "A heavy-duty, pulse-based energy weapon. Because of its complexity and cost, it is rarely seen in use except by specialists."
|
||||
cell_type = /obj/item/weapon/cell/infinite
|
||||
fire_delay = 10
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user << "\red \The [src] has three settings, and they are all DESTROY."
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/destroyer/attack_self(mob/living/user as mob)
|
||||
user << "<span class='warning'>[src.name] has three settings, and they are all DESTROY.</span>"
|
||||
|
||||
|
||||
//WHY?
|
||||
/obj/item/weapon/gun/energy/pulse_rifle/M1911
|
||||
name = "\improper M1911-P"
|
||||
desc = "It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
slot_flags = SLOT_BELT|SLOT_HOLSTER
|
||||
icon_state = "m1911-p"
|
||||
cell_type = "/obj/item/weapon/cell/infinite"
|
||||
cell_type = /obj/item/weapon/cell/infinite
|
||||
fire_delay = 10
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
@@ -5,17 +5,16 @@
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
origin_tech = "combat=2;magnets=4"
|
||||
w_class = 4.0
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/ion"
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
|
||||
if(severity <= 2)
|
||||
power_supply.use(round(power_supply.maxcharge / severity))
|
||||
update_icon()
|
||||
else
|
||||
return
|
||||
if(severity > 2)
|
||||
return //so it doesn't EMP itself, I guess
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
@@ -24,9 +23,89 @@
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
origin_tech = "combat=5;materials=4;powerstorage=3"
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/declone"
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
|
||||
obj/item/weapon/gun/energy/staff
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "obj/item/gun.dmi"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
modifystate = "floramut"
|
||||
self_recharge = 1
|
||||
var/mode = 0 //0 = mutate, 1 = yield boost
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
user << "<span class='warning'>The [src.name] is now set to increase yield.</span>"
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
modifystate = "florayield"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
user << "<span class='warning'>The [src.name] is now set to induce mutations.</span>"
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, adjacent_flag)
|
||||
//allow shooting into adjacent hydrotrays regardless of intent
|
||||
if(adjacent_flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
user.visible_message("<span class='danger'>\The [user] fires \the [src] into \the [target]!</span>")
|
||||
Fire(target,user)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
name = "meteor gun"
|
||||
desc = "For the love of god, make sure you're aiming this the right way!"
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
w_class = 4
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
charge_cost = 100
|
||||
cell_type = /obj/item/weapon/cell/potato
|
||||
self_recharge = 1
|
||||
recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
w_class = 1
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/mindflayer
|
||||
name = "mind flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/weapon/gun/energy/toxgun
|
||||
name = "phoron pistol"
|
||||
desc = "A specialized firearm designed to fire lethal bolts of phoron."
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
projectile_type = /obj/item/projectile/energy/phoron
|
||||
|
||||
/* Staves */
|
||||
|
||||
/obj/item/weapon/gun/energy/staff
|
||||
name = "staff of change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
@@ -37,209 +116,51 @@ obj/item/weapon/gun/energy/staff
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 4.0
|
||||
charge_cost = 200
|
||||
projectile_type = "/obj/item/projectile/change"
|
||||
projectile_type = /obj/item/projectile/change
|
||||
origin_tech = null
|
||||
clumsy_check = 0
|
||||
var/charge_tick = 0
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(200)
|
||||
return 1
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "\red <b>*fizzle*</b>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
/obj/item/weapon/gun/energy/staff/handle_click_empty(mob/user = null)
|
||||
if (user)
|
||||
user.visible_message("*fizzle*", "<span class='danger'>*fizzle*</span>")
|
||||
else
|
||||
src.visible_message("*fizzle*")
|
||||
playsound(src.loc, 'sound/effects/sparks1.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/energy/staff/animate
|
||||
name = "staff of animation"
|
||||
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
|
||||
projectile_type = "/obj/item/projectile/animate"
|
||||
projectile_type = /obj/item/projectile/animate
|
||||
charge_cost = 100
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "floramut100"
|
||||
item_state = "obj/item/gun.dmi"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
origin_tech = "materials=2;biotech=3;powerstorage=3"
|
||||
modifystate = "floramut"
|
||||
var/charge_tick = 0
|
||||
var/mode = 0 //0 = mutate, 1 = yield boost
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/attack_self(mob/living/user as mob)
|
||||
switch(mode)
|
||||
if(0)
|
||||
mode = 1
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to increase yield."
|
||||
projectile_type = "/obj/item/projectile/energy/florayield"
|
||||
modifystate = "florayield"
|
||||
if(1)
|
||||
mode = 0
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] is now set to induce mutations."
|
||||
projectile_type = "/obj/item/projectile/energy/floramut"
|
||||
modifystate = "floramut"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun/afterattack(obj/target, mob/user, flag)
|
||||
|
||||
if(flag && istype(target,/obj/machinery/portable_atmospherics/hydroponics))
|
||||
var/obj/machinery/portable_atmospherics/hydroponics/tray = target
|
||||
if(load_into_chamber())
|
||||
user.visible_message("\red <b> \The [user] fires \the [src] into \the [tray]!</b>")
|
||||
Fire(target,user)
|
||||
return
|
||||
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
name = "meteor gun"
|
||||
desc = "For the love of god, make sure you're aiming this the right way!"
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
w_class = 4
|
||||
projectile_type = "/obj/item/projectile/meteor"
|
||||
charge_cost = 100
|
||||
cell_type = "/obj/item/weapon/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 5 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
w_class = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/mindflayer
|
||||
name = "mind flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
projectile_type = "/obj/item/projectile/beam/mindflayer"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
obj/item/weapon/gun/energy/staff/focus
|
||||
name = "mental focus"
|
||||
desc = "An artefact that channels the will of the user into destructive bolts of force. If you aren't careful with it, you might poke someone's brain out."
|
||||
icon = 'icons/obj/wizard.dmi'
|
||||
icon_state = "focus"
|
||||
item_state = "focus"
|
||||
projectile_type = "/obj/item/projectile/forcebolt"
|
||||
slot_flags = SLOT_BACK
|
||||
projectile_type = /obj/item/projectile/forcebolt
|
||||
/*
|
||||
attack_self(mob/living/user as mob)
|
||||
if(projectile_type == "/obj/item/projectile/forcebolt")
|
||||
charge_cost = 200
|
||||
user << "\red The [src.name] will now strike a small area."
|
||||
user << "<span class='warning'>The [src.name] will now strike a small area.</span>"
|
||||
projectile_type = "/obj/item/projectile/forcebolt/strong"
|
||||
else
|
||||
charge_cost = 100
|
||||
user << "\red The [src.name] will now strike only a single person."
|
||||
user << "<span class='warning'>The [src.name] will now strike only a single person.</span>"
|
||||
projectile_type = "/obj/item/projectile/forcebolt"
|
||||
*/
|
||||
|
||||
/obj/item/weapon/gun/energy/toxgun
|
||||
name = "phoron pistol"
|
||||
desc = "A specialized firearm designed to fire lethal bolts of phoron."
|
||||
icon_state = "toxgun"
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
w_class = 3.0
|
||||
origin_tech = "combat=5;phorontech=4"
|
||||
projectile_type = "/obj/item/projectile/energy/phoron"
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle
|
||||
name = "\improper L.W.A.P. sniper rifle"
|
||||
desc = "A rifle constructed of lightweight materials, fitted with a SMART aiming-system scope."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "sniper"
|
||||
fire_sound = 'sound/weapons/marauder.ogg'
|
||||
origin_tech = "combat=6;materials=5;powerstorage=4"
|
||||
projectile_type = "/obj/item/projectile/beam/sniper"
|
||||
slot_flags = SLOT_BACK
|
||||
charge_cost = 250
|
||||
fire_delay = 35
|
||||
w_class = 4.0
|
||||
zoomdevicename = "scope"
|
||||
|
||||
/obj/item/weapon/gun/energy/sniperrifle/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
zoom()
|
||||
|
||||
/* Adminbus guns */
|
||||
|
||||
// Serves as a target spotter for the Icarus.
|
||||
/obj/item/weapon/gun/energy/icarus
|
||||
name = "rubber ducky"
|
||||
desc = "It's a cute rubber duck. With an evil gleam in it's eye."
|
||||
projectile_type = "/obj/item/projectile/icarus/pointdefense"
|
||||
projectile_type = /obj/item/projectile/icarus/pointdefense
|
||||
icon = 'icons/obj/watercloset.dmi'
|
||||
icon_state = "rubberducky"
|
||||
item_state = "rubberducky"
|
||||
@@ -247,11 +168,11 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
silenced = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/icarus/attack_self(mob/living/user as mob)
|
||||
if(projectile_type == "/obj/item/projectile/icarus/pointdefense")
|
||||
projectile_type = "/obj/item/projectile/icarus/guns"
|
||||
if(projectile_type == /obj/item/projectile/icarus/pointdefense)
|
||||
projectile_type = /obj/item/projectile/icarus/guns
|
||||
user << "You inform the Icarus to switch to the main guns."
|
||||
else
|
||||
projectile_type = "/obj/item/projectile/icarus/pointdefense"
|
||||
projectile_type = /obj/item/projectile/icarus/pointdefense
|
||||
user << "You inform the Icarus to switch to the point-defense lasers."
|
||||
|
||||
. = ..()
|
||||
@@ -281,5 +202,5 @@ obj/item/weapon/gun/energy/staff/focus
|
||||
var/type = input(user,"What projectile type?","Projectile", null) as null|anything in typesof(/obj/item/projectile)
|
||||
if(!type)
|
||||
return ..()
|
||||
|
||||
projectile_type = type
|
||||
. = ..()
|
||||
|
||||
@@ -6,38 +6,15 @@
|
||||
fire_sound = 'sound/weapons/Taser.ogg'
|
||||
charge_cost = 100
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
/obj/item/weapon/gun/energy/taser/cyborg
|
||||
cell_type = "/obj/item/weapon/cell/secborg"
|
||||
var/charge_tick = 0
|
||||
var/recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
/obj/item/weapon/gun/energy/taser/mounted
|
||||
self_recharge = 1
|
||||
use_external_power = 1
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
process() //Every [recharge_time] ticks, recharge a shot for the cyborg
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_time) return 0
|
||||
charge_tick = 0
|
||||
|
||||
if(!power_supply) return 0 //sanity
|
||||
if(power_supply.charge >= power_supply.maxcharge) return 0 // check if we actually need to recharge
|
||||
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
R.cell.use(charge_cost) //Take power from the borg...
|
||||
power_supply.give(charge_cost) //... to recharge the shot
|
||||
|
||||
update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/energy/taser/mounted/cyborg
|
||||
cell_type = /obj/item/weapon/cell/secborg
|
||||
recharge_time = 10 //Time it takes for shots to recharge (in ticks)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/stunrevolver
|
||||
@@ -48,8 +25,7 @@
|
||||
origin_tech = "combat=3;materials=3;powerstorage=2"
|
||||
charge_cost = 125
|
||||
projectile_type = /obj/item/projectile/beam/stun
|
||||
cell_type = "/obj/item/weapon/cell"
|
||||
|
||||
cell_type = /obj/item/weapon/cell
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow
|
||||
@@ -60,43 +36,22 @@
|
||||
item_state = "crossbow"
|
||||
matter = list("metal" = 2000)
|
||||
origin_tech = "combat=2;magnets=2;syndicate=5"
|
||||
slot_flags = SLOT_BELT
|
||||
silenced = 1
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
var/charge_tick = 0
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
process()
|
||||
charge_tick++
|
||||
if(charge_tick < 4) return 0
|
||||
charge_tick = 0
|
||||
if(!power_supply) return 0
|
||||
power_supply.give(100)
|
||||
return 1
|
||||
|
||||
|
||||
update_icon()
|
||||
return
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
self_recharge = 1
|
||||
charge_meter = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/ninja
|
||||
name = "energy dart thrower"
|
||||
projectile_type = /obj/item/projectile/energy/dart
|
||||
|
||||
/obj/item/weapon/gun/energy/crossbow/largecrossbow
|
||||
name = "Energy Crossbow"
|
||||
name = "energy crossbow"
|
||||
desc = "A weapon favored by mercenary infiltration teams."
|
||||
w_class = 4.0
|
||||
w_class = 4
|
||||
force = 10
|
||||
matter = list("metal" = 200000)
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
|
||||
@@ -7,74 +7,73 @@
|
||||
var/current_temperature = T20C
|
||||
charge_cost = 100
|
||||
origin_tech = "combat=3;materials=4;powerstorage=3;magnets=2"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
|
||||
projectile_type = "/obj/item/projectile/temp"
|
||||
cell_type = "/obj/item/weapon/cell/crap"
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
cell_type = /obj/item/weapon/cell/crap
|
||||
|
||||
|
||||
New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
/obj/item/weapon/gun/energy/temperature/New()
|
||||
..()
|
||||
processing_objects.Add(src)
|
||||
|
||||
|
||||
Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
/obj/item/weapon/gun/energy/temperature/Del()
|
||||
processing_objects.Remove(src)
|
||||
..()
|
||||
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
/obj/item/weapon/gun/energy/temperature/attack_self(mob/living/user as mob)
|
||||
user.set_machine(src)
|
||||
var/temp_text = ""
|
||||
if(temperature > (T0C - 50))
|
||||
temp_text = "<FONT color=black>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/temperature/Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
else
|
||||
temp_text = "<FONT color=blue>[temperature] ([round(temperature-T0C)]°C) ([round(temperature*1.8-459.67)]°F)</FONT>"
|
||||
|
||||
var/dat = {"<B>Freeze Gun Configuration: </B><BR>
|
||||
Current output temperature: [temp_text]<BR>
|
||||
Target output temperature: <A href='?src=\ref[src];temp=-100'>-</A> <A href='?src=\ref[src];temp=-10'>-</A> <A href='?src=\ref[src];temp=-1'>-</A> [current_temperature] <A href='?src=\ref[src];temp=1'>+</A> <A href='?src=\ref[src];temp=10'>+</A> <A href='?src=\ref[src];temp=100'>+</A><BR>
|
||||
"}
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
user << browse(dat, "window=freezegun;size=450x300;can_resize=1;can_close=1;can_minimize=1")
|
||||
onclose(user, "window=freezegun", src)
|
||||
/obj/item/weapon/gun/energy/temperature/process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
|
||||
Topic(href, href_list)
|
||||
if (..())
|
||||
return
|
||||
usr.set_machine(src)
|
||||
src.add_fingerprint(usr)
|
||||
|
||||
|
||||
|
||||
if(href_list["temp"])
|
||||
var/amount = text2num(href_list["temp"])
|
||||
if(amount > 0)
|
||||
src.current_temperature = min(500, src.current_temperature+amount)
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
src.current_temperature = max(0, src.current_temperature+amount)
|
||||
if (istype(src.loc, /mob))
|
||||
attack_self(src.loc)
|
||||
src.add_fingerprint(usr)
|
||||
return
|
||||
|
||||
|
||||
process()
|
||||
switch(temperature)
|
||||
if(0 to 100) charge_cost = 1000
|
||||
if(100 to 250) charge_cost = 500
|
||||
if(251 to 300) charge_cost = 100
|
||||
if(301 to 400) charge_cost = 500
|
||||
if(401 to 500) charge_cost = 1000
|
||||
|
||||
if(current_temperature != temperature)
|
||||
var/difference = abs(current_temperature - temperature)
|
||||
if(difference >= 10)
|
||||
if(current_temperature < temperature)
|
||||
temperature -= 10
|
||||
else
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
return
|
||||
temperature += 10
|
||||
else
|
||||
temperature = current_temperature
|
||||
|
||||
32
code/modules/projectiles/guns/launcher.dm
Normal file
@@ -0,0 +1,32 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
w_class = 5.0
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/release_force = 0
|
||||
var/throw_distance = 10
|
||||
fire_sound_text = "a launcher firing"
|
||||
|
||||
//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 1
|
||||
|
||||
//Override this to avoid a runtime with suicide handling.
|
||||
/obj/item/weapon/gun/launcher/handle_suicide(mob/living/user)
|
||||
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(obj/item/projectile)
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/launcher/process_projectile(obj/item/projectile, mob/user, atom/target, var/target_zone, var/params=null, var/pointblank=0, var/reflex=0)
|
||||
update_release_force(projectile)
|
||||
projectile.loc = get_turf(user)
|
||||
projectile.throw_at(target, throw_distance, release_force, user)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/attack_self(mob/living/user as mob)
|
||||
return
|
||||
@@ -51,43 +51,39 @@
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow-solid"
|
||||
fire_sound = 'sound/weapons/punchmiss.ogg' // TODO: Decent THWOK noise.
|
||||
ejectshell = 0 // No spent shells.
|
||||
mouthshoot = 1 // No suiciding with this weapon, causes runtimes.
|
||||
fire_sound_text = "a solid thunk"
|
||||
fire_delay = 25
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
var/obj/item/bolt
|
||||
var/tension = 0 // Current draw on the bow.
|
||||
var/max_tension = 5 // Highest possible tension.
|
||||
var/release_speed = 5 // Speed per unit of tension.
|
||||
var/obj/item/weapon/cell/cell = null // Used for firing superheated rods.
|
||||
var/current_user // Used to check if the crossbow has changed hands since being drawn.
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/emp_act(severity)
|
||||
if(cell && severity)
|
||||
cell.use(100*severity)
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/special_check(user)
|
||||
if(tension <= 0)
|
||||
user << "\red \The [src] is not drawn back!"
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/update_release_force()
|
||||
release_force = tension*release_speed
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
/obj/item/weapon/gun/launcher/crossbow/consume_next_projectile(mob/user=null)
|
||||
if(tension <= 0)
|
||||
user << "\red \The [src] is not drawn back!"
|
||||
return null
|
||||
return bolt
|
||||
|
||||
if(!..()) return //Only do this on a successful shot.
|
||||
/obj/item/weapon/gun/launcher/crossbow/handle_post_fire(mob/user, atom/target)
|
||||
bolt = null
|
||||
icon_state = "crossbow"
|
||||
tension = 0
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attack_self(mob/living/user as mob)
|
||||
if(tension)
|
||||
if(in_chamber && in_chamber.loc == src) //Just in case they click it the tick after firing.
|
||||
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].")
|
||||
in_chamber.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = in_chamber
|
||||
in_chamber = null
|
||||
if(bolt)
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string and removes [bolt].","You relax the tension on [src]'s string and remove [bolt].")
|
||||
bolt.loc = get_turf(src)
|
||||
var/obj/item/weapon/arrow/A = bolt
|
||||
bolt = null
|
||||
A.removed(user)
|
||||
else
|
||||
user.visible_message("[user] relaxes the tension on [src]'s string.","You relax the tension on [src]'s string.")
|
||||
@@ -98,7 +94,7 @@
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/draw(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
user << "You don't have anything nocked to [src]."
|
||||
return
|
||||
|
||||
@@ -106,50 +102,57 @@
|
||||
return
|
||||
|
||||
current_user = user
|
||||
user.visible_message("[user] begins to draw back the string of [src].","You begin to draw back the string of [src].")
|
||||
user.visible_message("[user] begins to draw back the string of [src].","<span class='notice'>You begin to draw back the string of [src].</span>")
|
||||
tension = 1
|
||||
spawn(25) increase_tension(user) //TODO: This needs to be changed to something less shit.
|
||||
|
||||
while(bolt && tension && current_user == user)
|
||||
if(!do_after(user, 25)) //crossbow strings don't just magically pull back on their own.
|
||||
user.visible_message("[usr] stops drawing and relaxes the string of [src].","<span class='warning'>You stop drawing back and relax the string of [src].</span>")
|
||||
tension = 0
|
||||
icon_state = "crossbow"
|
||||
return
|
||||
|
||||
tension++
|
||||
icon_state = "crossbow-drawn"
|
||||
|
||||
if(tension >= max_tension)
|
||||
tension = max_tension
|
||||
usr << "[src] clunks as you draw the string to its maximum tension!"
|
||||
return
|
||||
|
||||
user.visible_message("[usr] draws back the string of [src]!","<span class='notice'>You continue drawing back the string of [src]!</span>")
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/increase_tension(var/mob/user as mob)
|
||||
|
||||
if(!in_chamber || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
if(!bolt || !tension || current_user != user) //Arrow has been fired, bow has been relaxed or user has changed.
|
||||
return
|
||||
|
||||
tension++
|
||||
icon_state = "crossbow-drawn"
|
||||
|
||||
if(tension>=max_tension)
|
||||
tension = max_tension
|
||||
usr << "[src] clunks as you draw the string to its maximum tension!"
|
||||
else
|
||||
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
|
||||
spawn(25) increase_tension(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/attackby(obj/item/W as obj, mob/user as mob)
|
||||
if(!in_chamber)
|
||||
if(!bolt)
|
||||
if (istype(W,/obj/item/weapon/arrow))
|
||||
user.drop_item()
|
||||
in_chamber = W
|
||||
in_chamber.loc = src
|
||||
user.visible_message("[user] slides [in_chamber] into [src].","You slide [in_chamber] into [src].")
|
||||
bolt = W
|
||||
bolt.loc = src
|
||||
user.visible_message("[user] slides [bolt] into [src].","You slide [bolt] into [src].")
|
||||
icon_state = "crossbow-nocked"
|
||||
return
|
||||
else if(istype(W,/obj/item/stack/rods))
|
||||
var/obj/item/stack/rods/R = W
|
||||
if (R.use(1))
|
||||
in_chamber = new /obj/item/weapon/arrow/rod(src)
|
||||
in_chamber.fingerprintslast = src.fingerprintslast
|
||||
in_chamber.loc = src
|
||||
bolt = new /obj/item/weapon/arrow/rod(src)
|
||||
bolt.fingerprintslast = src.fingerprintslast
|
||||
bolt.loc = src
|
||||
icon_state = "crossbow-nocked"
|
||||
user.visible_message("[user] jams [in_chamber] into [src].","You jam [in_chamber] into [src].")
|
||||
user.visible_message("[user] jams [bolt] into [src].","You jam [bolt] into [src].")
|
||||
superheat_rod(user)
|
||||
return
|
||||
|
||||
if(istype(W, /obj/item/weapon/cell))
|
||||
if(!cell)
|
||||
user.drop_item()
|
||||
W.loc = src
|
||||
cell = W
|
||||
cell.loc = src
|
||||
user << "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>"
|
||||
superheat_rod(user)
|
||||
else
|
||||
@@ -168,14 +171,14 @@
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/crossbow/proc/superheat_rod(var/mob/user)
|
||||
if(!user || !cell || !in_chamber) return
|
||||
if(!user || !cell || !bolt) return
|
||||
if(cell.charge < 500) return
|
||||
if(in_chamber.throwforce >= 15) return
|
||||
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
|
||||
if(bolt.throwforce >= 15) return
|
||||
if(!istype(bolt,/obj/item/weapon/arrow/rod)) return
|
||||
|
||||
user << "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
in_chamber.throwforce = 15
|
||||
in_chamber.icon_state = "metal-rod-superheated"
|
||||
user << "<span class='notice'>[bolt] plinks and crackles as it begins to glow red-hot.</span>"
|
||||
bolt.throwforce = 15
|
||||
bolt.icon_state = "metal-rod-superheated"
|
||||
cell.use(500)
|
||||
|
||||
|
||||
82
code/modules/projectiles/guns/launcher/grenade_launcher.dm
Normal file
@@ -0,0 +1,82 @@
|
||||
/obj/item/weapon/gun/launcher/grenade
|
||||
name = "grenade launcher"
|
||||
desc = "A bulky pump-action grenade launcher. Holds up to 5 grenades in a revolving magazine."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic thunk"
|
||||
recoil = 0
|
||||
throw_distance = 7
|
||||
release_force = 5
|
||||
|
||||
var/obj/item/weapon/grenade/chambered
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 4 //holds this + one in the chamber
|
||||
matter = list("metal" = 2000)
|
||||
|
||||
//revolves the magazine, allowing players to choose between multiple grenade types
|
||||
/obj/item/weapon/gun/launcher/grenade/proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
|
||||
var/obj/item/weapon/grenade/next
|
||||
if(grenades.len)
|
||||
next = grenades[1] //get this first, so that the chambered grenade can still be removed if the grenades list is empty
|
||||
if(chambered)
|
||||
grenades += chambered //rotate the revolving magazine
|
||||
chambered = null
|
||||
if(next)
|
||||
grenades -= next //Remove grenade from loaded list.
|
||||
chambered = next
|
||||
M << "<span class='warning'>You pump [src], loading \a [next] into the chamber.</span>"
|
||||
else
|
||||
M << "<span class='warning'>You pump [src], but the magazine is empty.</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/examine(mob/user)
|
||||
if(..(user, 2))
|
||||
var/grenade_count = grenades.len + (chambered? 1 : 0)
|
||||
user << "Has [grenade_count] grenade\s remaining."
|
||||
if(chambered)
|
||||
user << "\A [chambered] is chambered."
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attack_self(mob/user)
|
||||
pump(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attackby(obj/item/I, mob/user)
|
||||
if((istype(I, /obj/item/weapon/grenade)))
|
||||
if(grenades.len >= max_grenades)
|
||||
user << "<span class='warning'>[src] is full.</span>"
|
||||
return
|
||||
user.remove_from_mob(I)
|
||||
I.loc = src
|
||||
grenades.Insert(1, I) //add to the head of the list, so that it is loaded on the next pump
|
||||
user.visible_message("[user] inserts \a [I] into [src].", "<span class='notice'>You insert \a [I] into [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/attack_hand(mob/user)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(grenades.len)
|
||||
var/obj/item/weapon/grenade/G = grenades[grenades.len]
|
||||
grenades.len--
|
||||
user.put_in_hands(G)
|
||||
user.visible_message("[user] removes \a [G] from [src].", "<span class='notice'>You remove \a [G] from [src].</span>")
|
||||
else
|
||||
user << "<span class='warning'>[src] is empty.</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/consume_next_projectile()
|
||||
if(chambered)
|
||||
chambered.det_time = 10
|
||||
chambered.activate(null)
|
||||
return chambered
|
||||
|
||||
/obj/item/weapon/gun/launcher/grenade/handle_post_fire(mob/user)
|
||||
message_admins("[key_name_admin(user)] fired a grenade ([chambered.name]) from a grenade launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a grenade ([chambered.name]).")
|
||||
chambered = null
|
||||
@@ -4,6 +4,7 @@
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "pneumatic"
|
||||
item_state = "pneumatic"
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = 5.0
|
||||
flags = CONDUCT
|
||||
fire_sound_text = "a loud whoosh of moving air"
|
||||
@@ -61,8 +62,7 @@
|
||||
icon_state = "pneumatic-tank"
|
||||
item_state = "pneumatic-tank"
|
||||
user.update_icons()
|
||||
else if(W.w_class <= max_w_class)
|
||||
|
||||
else if(istype(W) && W.w_class <= max_w_class)
|
||||
var/total_stored = 0
|
||||
for(var/obj/item/O in src.contents)
|
||||
total_stored += O.w_class
|
||||
@@ -79,9 +79,6 @@
|
||||
/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."
|
||||
@@ -89,12 +86,19 @@
|
||||
user << "There is nothing to remove in \the [src]."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/load_into_chamber()
|
||||
/obj/item/weapon/gun/launcher/pneumatic/consume_next_projectile(mob/user=null)
|
||||
if(!contents.len)
|
||||
return 0
|
||||
return null
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return null
|
||||
|
||||
in_chamber = contents[1]
|
||||
return !isnull(in_chamber)
|
||||
var/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 null
|
||||
|
||||
return contents[1]
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
@@ -105,31 +109,21 @@
|
||||
else
|
||||
user << "Nothing is attached to the tank valve!"
|
||||
|
||||
/obj/item/weapon/gun/launcher/pneumatic/special_check(user)
|
||||
/obj/item/weapon/gun/launcher/pneumatic/update_release_force(obj/item/projectile)
|
||||
if(tank)
|
||||
release_force = ((fire_pressure*tank.volume)/projectile.w_class)/force_divisor //projectile speed.
|
||||
if(release_force > 80) release_force = 80 //damage cap.
|
||||
else
|
||||
release_force = 0
|
||||
|
||||
if (!tank)
|
||||
user << "There is no gas tank in [src]!"
|
||||
return 0
|
||||
/obj/item/weapon/gun/launcher/pneumatic/handle_post_fire()
|
||||
if(tank)
|
||||
var/lost_gas_amount = tank.air_contents.total_moles*(pressure_setting/100)
|
||||
var/datum/gas_mixture/removed = tank.air_contents.remove(lost_gas_amount)
|
||||
|
||||
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
|
||||
|
||||
return 1
|
||||
|
||||
/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.
|
||||
|
||||
/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)
|
||||
var/turf/T = get_turf(src.loc)
|
||||
if(T) T.assume_air(removed)
|
||||
..()
|
||||
|
||||
//Constructable pneumatic cannon.
|
||||
|
||||
48
code/modules/projectiles/guns/launcher/rocket.dm
Normal file
@@ -0,0 +1,48 @@
|
||||
/obj/item/weapon/gun/launcher/rocket
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
item_state = "rocket"
|
||||
w_class = 4.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
flags = CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
fire_sound = 'sound/effects/bang.ogg'
|
||||
|
||||
release_force = 15
|
||||
throw_distance = 30
|
||||
var/max_rockets = 1
|
||||
var/list/rockets = new/list()
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
return
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/ammo_casing/rocket))
|
||||
if(rockets.len < max_rockets)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
rockets += I
|
||||
user << "\blue You put the rocket in [src]."
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
else
|
||||
usr << "\red [src] cannot hold more rockets."
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/consume_next_projectile()
|
||||
if(rockets.len)
|
||||
var/obj/item/ammo_casing/rocket/I = rockets[1]
|
||||
var/obj/item/missile/M = new (src)
|
||||
M.primed = 1
|
||||
rockets -= I
|
||||
return M
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/launcher/rocket/handle_post_fire(mob/user, atom/target)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]) at [target].")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]) at [target].")
|
||||
..()
|
||||
135
code/modules/projectiles/guns/launcher/syringe_gun.dm
Normal file
@@ -0,0 +1,135 @@
|
||||
/obj/item/weapon/syringe_cartridge
|
||||
name = "syringe gun cartridge"
|
||||
desc = "An impact-triggered compressed gas cartridge that can fitted to a syringe for rapid injection."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "syringe-cartridge"
|
||||
var/icon_flight = "syringe-cartridge-flight" //so it doesn't look so weird when shot
|
||||
matter = list("metal" = 125, "glass" = 375)
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
throwforce = 3
|
||||
force = 3
|
||||
w_class = 1
|
||||
var/obj/item/weapon/reagent_containers/syringe/syringe
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/update_icon()
|
||||
underlays.Cut()
|
||||
if(syringe)
|
||||
underlays += image(syringe.icon, src, syringe.icon_state)
|
||||
underlays += syringe.filling
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/attackby(obj/item/I, mob/user)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
||||
syringe = I
|
||||
user << "<span class='notice'>You carefully insert [syringe] into [src].</span>"
|
||||
user.remove_from_mob(syringe)
|
||||
syringe.loc = src
|
||||
sharp = 1
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/attack_self(mob/user)
|
||||
if(syringe)
|
||||
user << "<span class='notice'>You remove [syringe] from [src].</span>"
|
||||
user.put_in_hands(syringe)
|
||||
syringe = null
|
||||
sharp = initial(sharp)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/proc/prime()
|
||||
//the icon state will revert back when update_icon() is called from throw_impact()
|
||||
icon_state = icon_flight
|
||||
underlays.Cut()
|
||||
|
||||
/obj/item/weapon/syringe_cartridge/throw_impact(atom/hit_atom, var/speed)
|
||||
..() //handles embedding for us. Should have a decent chance if thrown fast enough
|
||||
if(syringe)
|
||||
//check speed to see if we hit hard enough to trigger the rapid injection
|
||||
//incidentally, this means syringe_cartridges can be used with the pneumatic launcher
|
||||
if(speed >= 10 && isliving(hit_atom))
|
||||
var/mob/living/L = hit_atom
|
||||
//unfortuately we don't know where the dart will actually hit, since that's done by the parent.
|
||||
if(L.can_inject())
|
||||
if(syringe.reagents)
|
||||
syringe.reagents.trans_to(L, 15)
|
||||
|
||||
syringe.break_syringe(iscarbon(hit_atom)? hit_atom : null)
|
||||
syringe.update_icon()
|
||||
|
||||
icon_state = initial(icon_state) //reset icon state
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = 3
|
||||
force = 7
|
||||
matter = list("metal" = 2000)
|
||||
slot_flags = SLOT_BELT
|
||||
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic thunk"
|
||||
recoil = 0
|
||||
release_force = 10
|
||||
throw_distance = 10
|
||||
|
||||
var/list/darts = list()
|
||||
var/max_darts = 1
|
||||
var/obj/item/weapon/syringe_cartridge/next
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/consume_next_projectile()
|
||||
if(next)
|
||||
next.prime()
|
||||
return next
|
||||
return null
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/handle_post_fire()
|
||||
..()
|
||||
darts -= next
|
||||
next = null
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attack_self(mob/living/user as mob)
|
||||
if(next)
|
||||
user.visible_message("[user] unlatches and carefully relaxes the bolt on [src].", "<span class='warning'>You unlatch and carefully relax the bolt on [src], unloading the spring.</span>")
|
||||
next = null
|
||||
else if(darts.len)
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
user.visible_message("[user] draws back the bolt on [src], clicking it into place.", "<span class='warning'>You draw back the bolt on the [src], loading the spring!</span>")
|
||||
next = darts[1]
|
||||
add_fingerprint(user)
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attack_hand(mob/living/user as mob)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(!darts.len)
|
||||
user << "<span class='warning'>[src] is empty.</span>"
|
||||
return
|
||||
if(next)
|
||||
user << "<span class='warning'>[src]'s cover is locked shut.</span>"
|
||||
return
|
||||
var/obj/item/weapon/syringe_cartridge/C = darts[1]
|
||||
darts -= C
|
||||
user.put_in_hands(C)
|
||||
user.visible_message("[user] removes \a [C] from [src].", "<span class='notice'>You remove \a [C] from [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(istype(A, /obj/item/weapon/syringe_cartridge))
|
||||
var/obj/item/weapon/syringe_cartridge/C = A
|
||||
if(darts.len >= max_darts)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
user.remove_from_mob(C)
|
||||
C.loc = src
|
||||
darts += C //add to the end
|
||||
user.visible_message("[user] inserts \a [C] into [src].", "<span class='notice'>You insert \a [C] into [src].</span>")
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/launcher/syringe/rapid
|
||||
name = "syringe gun revolver"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to five syringes. The spring still needs to be drawn between shots."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_darts = 5
|
||||
@@ -1,121 +1,191 @@
|
||||
#define SPEEDLOADER 0
|
||||
#define FROM_BOX 1
|
||||
#define MAGAZINE 2
|
||||
#define HOLD_CASINGS 0 //do not do anything after firing. Manual action, like pump shotguns, or guns that want to define custom behaviour
|
||||
#define EJECT_CASINGS 1 //drop spent casings on the ground after firing
|
||||
#define CYCLE_CASINGS 2 //experimental: cycle casings, like a revolver. Also works for multibarrelled guns
|
||||
|
||||
/obj/item/weapon/gun/projectile
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
name = "gun"
|
||||
desc = "A gun that fires bullets."
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
matter = list("metal" = 1000)
|
||||
recoil = 1
|
||||
var/ammo_type = "/obj/item/ammo_casing/a357"
|
||||
var/list/loaded = list()
|
||||
var/max_shells = 7
|
||||
var/load_method = SPEEDLOADER //0 = Single shells or quick loader, 1 = box, 2 = magazine
|
||||
var/obj/item/ammo_magazine/empty_mag = null
|
||||
var/mag_type = null
|
||||
|
||||
var/caliber = "357" //determines which casings will fit
|
||||
var/handle_casings = EJECT_CASINGS //determines how spent casings should be handled
|
||||
var/load_method = SINGLE_CASING|SPEEDLOADER //1 = Single shells, 2 = box or quick loader, 3 = magazine
|
||||
var/obj/item/ammo_casing/chambered = null
|
||||
|
||||
//For SINGLE_CASING or SPEEDLOADER guns
|
||||
var/max_shells = 0 //the number of casings that will fit inside
|
||||
var/ammo_type = null //the type of ammo that the gun comes preloaded with
|
||||
var/list/loaded = list() //stored ammo
|
||||
|
||||
//For MAGAZINE guns
|
||||
var/magazine_type = null //the type of magazine that the gun comes preloaded with
|
||||
var/obj/item/ammo_magazine/ammo_magazine = null //stored magazine
|
||||
var/auto_eject = 0 //if the magazine should automatically eject itself when empty.
|
||||
var/auto_eject_sound = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/New()
|
||||
..()
|
||||
for(var/i = 1, i <= max_shells, i++)
|
||||
loaded += new ammo_type(src)
|
||||
if(load_method == MAGAZINE)
|
||||
empty_mag = new mag_type(src)
|
||||
if(ispath(ammo_type) && (load_method & (SINGLE_CASING|SPEEDLOADER)))
|
||||
for(var/i in 1 to max_shells)
|
||||
loaded += new ammo_type(src)
|
||||
if(ispath(magazine_type) && (load_method & MAGAZINE))
|
||||
ammo_magazine = new magazine_type(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/consume_next_projectile()
|
||||
//store the next ammo_casing in a var so that handle_post_fire() knows which one to eject
|
||||
//also we might as well remove chambered here, so that we don't have to figure out where it came from later
|
||||
if(loaded.len)
|
||||
chambered = loaded[1] //load next casing.
|
||||
if(handle_casings != HOLD_CASINGS)
|
||||
loaded -= chambered
|
||||
else if(ammo_magazine && ammo_magazine.stored_ammo.len)
|
||||
chambered = ammo_magazine.stored_ammo[1]
|
||||
if(handle_casings != HOLD_CASINGS)
|
||||
ammo_magazine.stored_ammo -= chambered
|
||||
return chambered.BB
|
||||
|
||||
/obj/item/weapon/gun/projectile/handle_post_fire()
|
||||
..()
|
||||
if(chambered)
|
||||
chambered.expend()
|
||||
|
||||
//check chambered again in case it deleted itself
|
||||
if(chambered && handle_casings != HOLD_CASINGS)
|
||||
switch(handle_casings)
|
||||
if(EJECT_CASINGS) //eject casing onto ground.
|
||||
chambered.loc = get_turf(src)
|
||||
if(CYCLE_CASINGS) //cycle the casing back to the end.
|
||||
if(ammo_magazine)
|
||||
ammo_magazine.stored_ammo += chambered
|
||||
else
|
||||
loaded += chambered
|
||||
chambered = null
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1 //{R}
|
||||
//Attempts to load A into src, depending on the type of thing being loaded and the load_method
|
||||
//Maybe this should be broken up into separate procs for each load method?
|
||||
/obj/item/weapon/gun/projectile/proc/load_ammo(var/obj/item/A, mob/user)
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
if(!(load_method & AM.mag_type) || caliber != AM.caliber)
|
||||
return //incompatible
|
||||
|
||||
if(!loaded.len)
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
if(isnull(AC) || !istype(AC))
|
||||
return 0
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
return 1
|
||||
return 0
|
||||
switch(AM.mag_type)
|
||||
if(MAGAZINE)
|
||||
if(ammo_magazine)
|
||||
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>")
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
if(SPEEDLOADER)
|
||||
if(loaded.len >= max_shells)
|
||||
user << "<span class='warning'>[src] is full!</span>"
|
||||
return
|
||||
var/count = 0
|
||||
for(var/obj/item/ammo_casing/C in AM.stored_ammo)
|
||||
if(loaded.len >= max_shells)
|
||||
break
|
||||
if(C.caliber == caliber)
|
||||
C.loc = src
|
||||
loaded += C
|
||||
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>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
AM.update_icon()
|
||||
else if(istype(A, /obj/item/ammo_casing))
|
||||
var/obj/item/ammo_casing/C = A
|
||||
if(!(load_method & SINGLE_CASING) || caliber != C.caliber)
|
||||
return //incompatible
|
||||
if(loaded.len >= max_shells)
|
||||
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>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
|
||||
update_icon()
|
||||
|
||||
|
||||
//attempts to unload src. If allow_dump is set to 0, the speedloader unloading method will be disabled
|
||||
/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>")
|
||||
playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
|
||||
ammo_magazine.update_icon()
|
||||
ammo_magazine = null
|
||||
else if(loaded.len)
|
||||
//presumably, if it can be speed-loaded, it can be speed-unloaded.
|
||||
if(allow_dump && (load_method & SPEEDLOADER))
|
||||
var/count = 0
|
||||
var/turf/T = get_turf(user)
|
||||
if(T)
|
||||
for(var/obj/item/ammo_casing/C in loaded)
|
||||
C.loc = T
|
||||
count++
|
||||
loaded.Cut()
|
||||
if(count)
|
||||
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>")
|
||||
else
|
||||
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)
|
||||
|
||||
var/num_loaded = 0
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
if((load_method == MAGAZINE) && loaded.len) return
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
if(AM.stored_ammo.len <= 0)
|
||||
user << "<span class='warning'>The magazine is empty!</span>"
|
||||
return
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
if(loaded.len >= max_shells)
|
||||
break
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
AC.loc = src
|
||||
AM.stored_ammo -= AC
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
if(load_method == MAGAZINE)
|
||||
user.remove_from_mob(AM)
|
||||
empty_mag = AM
|
||||
empty_mag.loc = src
|
||||
if(istype(A, /obj/item/ammo_casing) && load_method == SPEEDLOADER)
|
||||
var/obj/item/ammo_casing/AC = A
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
user.drop_item()
|
||||
AC.loc = src
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
if(num_loaded)
|
||||
user << "\blue You load [num_loaded] shell\s into the gun!"
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
return
|
||||
load_ammo(A, user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_self(mob/user as mob)
|
||||
if (target)
|
||||
return ..()
|
||||
if (loaded.len)
|
||||
if (load_method == SPEEDLOADER)
|
||||
var/obj/item/ammo_casing/AC = loaded[1]
|
||||
loaded -= AC
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
user << "\blue You unload shell from \the [src]!"
|
||||
if (load_method == MAGAZINE)
|
||||
var/obj/item/ammo_magazine/AM = empty_mag
|
||||
for (var/obj/item/ammo_casing/AC in loaded)
|
||||
AM.stored_ammo += AC
|
||||
loaded -= AC
|
||||
AM.loc = get_turf(src)
|
||||
empty_mag = null
|
||||
update_icon()
|
||||
AM.update_icon()
|
||||
user << "\blue You unload magazine from \the [src]!"
|
||||
unload_ammo(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_hand(mob/user as mob)
|
||||
if(user.get_inactive_hand() == src)
|
||||
unload_ammo(user, allow_dump=0)
|
||||
else
|
||||
user << "\red Nothing loaded in \the [src]!"
|
||||
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/afterattack(atom/A, mob/living/user)
|
||||
..()
|
||||
if(auto_eject && ammo_magazine && ammo_magazine.stored_ammo && !ammo_magazine.stored_ammo.len)
|
||||
ammo_magazine.loc = get_turf(src.loc)
|
||||
user.visible_message(
|
||||
"[ammo_magazine] falls out and clatters on the floor!",
|
||||
"<span class='notice'>[ammo_magazine] falls out and clatters on the floor!</span>"
|
||||
)
|
||||
if(auto_eject_sound)
|
||||
playsound(user, auto_eject_sound, 40, 1)
|
||||
ammo_magazine = null
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/examine(mob/user)
|
||||
..(user)
|
||||
user << "Has [getAmmo()] round\s remaining."
|
||||
// if(in_chamber && !loaded.len)
|
||||
// user << "However, it has a chambered round."
|
||||
// if(in_chamber && loaded.len)
|
||||
// user << "It also has a chambered round." {R}
|
||||
if(ammo_magazine)
|
||||
user << "It has \a [ammo_magazine] loaded."
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/getAmmo()
|
||||
var/bullets = 0
|
||||
for(var/obj/item/ammo_casing/AC in loaded)
|
||||
if(istype(AC))
|
||||
bullets += 1
|
||||
if(loaded)
|
||||
bullets += loaded.len
|
||||
if(ammo_magazine && ammo_magazine.stored_ammo)
|
||||
bullets += ammo_magazine.stored_ammo.len
|
||||
if(chambered)
|
||||
bullets += 1
|
||||
return bullets
|
||||
|
||||
@@ -2,67 +2,67 @@
|
||||
name = "submachine gun"
|
||||
desc = "A lightweight, fast firing gun. Uses 9mm rounds."
|
||||
icon_state = "saber" //ugly
|
||||
w_class = 3.0
|
||||
w_class = 3
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 22
|
||||
caliber = "9mm"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
automatic = 1
|
||||
|
||||
slot_flags = SLOT_BELT
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
multi_aim = 1
|
||||
fire_delay = 0
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/test
|
||||
name = "test gun"
|
||||
ammo_type = "/obj/item/ammo_casing/a145"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/mini_uzi
|
||||
name = "\improper Uzi"
|
||||
desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
|
||||
icon_state = "mini-uzi"
|
||||
w_class = 3.0
|
||||
max_shells = 16
|
||||
w_class = 3
|
||||
load_method = SPEEDLOADER //yup. until someone sprites a magazine for it.
|
||||
max_shells = 15
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
isHandgun()
|
||||
return 1
|
||||
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
name = "\improper C-20r SMG"
|
||||
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
|
||||
desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm pistol rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
|
||||
icon_state = "c20r"
|
||||
item_state = "c20r"
|
||||
w_class = 3.0
|
||||
max_shells = 20
|
||||
w_class = 3
|
||||
force = 10
|
||||
caliber = "12mm"
|
||||
origin_tech = "combat=5;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/a12mm"
|
||||
slot_flags = SLOT_BELT|SLOT_BACK
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a12mm/empty
|
||||
magazine_type = /obj/item/ammo_magazine/a12mm
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "c20r-[round(loaded.len,4)]"
|
||||
else
|
||||
icon_state = "c20r"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35
|
||||
name = "\improper STS-35 Automatic Rifle"
|
||||
desc = "A durable, rugged looking automatic weapon of make popular on the frontier, despite it's bulk. Uses 7.62mm rounds. It is unmarked."
|
||||
icon_state = "assltrifle"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=5;materials=1;syndicate=8"
|
||||
slot_flags = SLOT_BACK
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c762
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
if(empty_mag)
|
||||
icon_state = "c20r-[round(loaded.len,4)]"
|
||||
else
|
||||
icon_state = "c20r"
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/sts35/update_icon()
|
||||
..()
|
||||
icon_state = (ammo_magazine)? "assltrifle" : "assltrifle-noclip"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw
|
||||
name = "\improper L6 SAW"
|
||||
@@ -70,74 +70,39 @@
|
||||
icon_state = "l6closed100"
|
||||
item_state = "l6closedmag"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = 0
|
||||
max_shells = 50
|
||||
caliber = "a762"
|
||||
origin_tech = "combat=5;materials=1;syndicate=2"
|
||||
slot_flags = SLOT_BACK
|
||||
ammo_type = "/obj/item/ammo_casing/a762"
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/a762
|
||||
var/cover_open = 0
|
||||
var/mag_inserted = 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
|
||||
cover_open = !cover_open
|
||||
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
|
||||
icon_state = "l6[cover_open ? "open" : "closed"][mag_inserted ? round(loaded.len, 25) : "-empty"]"
|
||||
icon_state = "l6[cover_open ? "open" : "closed"][ammo_magazine ? round(loaded.len, 25) : "-empty"]"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/special_check(mob/user)
|
||||
if(cover_open)
|
||||
user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
|
||||
else
|
||||
..()
|
||||
update_icon()
|
||||
user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
|
||||
if(loc != user)
|
||||
..()
|
||||
return //let them pick it up
|
||||
if(!cover_open || (cover_open && !mag_inserted))
|
||||
..()
|
||||
else if(cover_open && mag_inserted)
|
||||
//drop the mag
|
||||
empty_mag = new /obj/item/ammo_magazine/a762(src)
|
||||
empty_mag.stored_ammo = loaded
|
||||
empty_mag.icon_state = "a762-[round(loaded.len, 10)]"
|
||||
empty_mag.desc = "There are [loaded.len] shells left!"
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
user.put_in_hands(empty_mag)
|
||||
empty_mag = null
|
||||
mag_inserted = 0
|
||||
loaded = list()
|
||||
update_icon()
|
||||
user << "<span class='notice'>You remove the magazine from [src].</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/load_ammo(var/obj/item/A, mob/user)
|
||||
if(!cover_open)
|
||||
user << "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>"
|
||||
user << "<span class='warning'>You need to open the cover to load [src].</span>"
|
||||
return
|
||||
else if(cover_open && mag_inserted)
|
||||
user << "<span class='notice'>[src] already has a magazine inserted!</span>"
|
||||
return
|
||||
else if(cover_open && !mag_inserted)
|
||||
mag_inserted = 1
|
||||
user << "<span class='notice'>You insert the magazine!</span>"
|
||||
update_icon()
|
||||
..()
|
||||
|
||||
|
||||
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
|
||||
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
|
||||
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
|
||||
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
|
||||
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
|
||||
rough and poor attempt at making that happen. -Ausops */
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/unload_ammo(mob/user)
|
||||
if(!cover_open)
|
||||
return
|
||||
..()
|
||||
202
code/modules/projectiles/guns/projectile/dartgun.dm
Normal file
@@ -0,0 +1,202 @@
|
||||
/obj/item/projectile/bullet/chemdart
|
||||
name = "dart"
|
||||
icon_state = "dart"
|
||||
damage = 5
|
||||
sharp = 1
|
||||
embed = 1 //the dart is shot fast enough to pierce space suits, so I guess splintering inside the target can be a thing. Should be rare due to low damage.
|
||||
var/reagent_amount = 15
|
||||
kill_count = 15 //shorter range
|
||||
|
||||
/obj/item/projectile/bullet/chemdart/New()
|
||||
reagents = new/datum/reagents(reagent_amount)
|
||||
reagents.my_atom = src
|
||||
|
||||
/obj/item/projectile/bullet/chemdart/on_hit(var/atom/target, var/blocked = 0, var/def_zone = null)
|
||||
if(blocked < 2 && isliving(target))
|
||||
var/mob/living/L = target
|
||||
if(L.can_inject(target_zone=def_zone))
|
||||
reagents.trans_to(L, reagent_amount)
|
||||
|
||||
/obj/item/ammo_casing/chemdart
|
||||
name = "chemical dart"
|
||||
desc = "A small hardened, hollow dart."
|
||||
icon_state = "dart"
|
||||
caliber = "dart"
|
||||
projectile_type = /obj/item/projectile/bullet/chemdart
|
||||
|
||||
/obj/item/ammo_casing/chemdart/expend()
|
||||
del(src)
|
||||
|
||||
/obj/item/ammo_magazine/chemdart
|
||||
name = "dart cartridge"
|
||||
desc = "A rack of hollow darts."
|
||||
icon_state = "darts"
|
||||
item_state = "rcdammo"
|
||||
origin_tech = "materials=2"
|
||||
mag_type = MAGAZINE
|
||||
caliber = "dart"
|
||||
ammo_type = /obj/item/ammo_casing/chemdart
|
||||
max_ammo = 5
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun
|
||||
name = "dart gun"
|
||||
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
|
||||
icon_state = "dartgun-empty"
|
||||
|
||||
caliber = "dart"
|
||||
fire_sound = 'sound/weapons/empty.ogg'
|
||||
fire_sound_text = "a metallic click"
|
||||
recoil = 0
|
||||
silenced = 1
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/chemdart
|
||||
auto_eject = 0
|
||||
|
||||
var/list/beakers = list() //All containers inside the gun.
|
||||
var/list/mixing = list() //Containers being used for mixing.
|
||||
var/max_beakers = 3
|
||||
var/dart_reagent_amount = 15
|
||||
var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
|
||||
var/list/starting_chems = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/dartgun/New()
|
||||
..()
|
||||
if(starting_chems)
|
||||
for(var/chem in starting_chems)
|
||||
var/obj/B = new container_type(src)
|
||||
B.reagents.add_reagent(chem, 60)
|
||||
beakers += B
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/update_icon()
|
||||
if(!ammo_magazine)
|
||||
icon_state = "dartgun-empty"
|
||||
return 1
|
||||
|
||||
if(!ammo_magazine.stored_ammo || ammo_magazine.stored_ammo.len)
|
||||
icon_state = "dartgun-0"
|
||||
else if(ammo_magazine.stored_ammo.len > 5)
|
||||
icon_state = "dartgun-5"
|
||||
else
|
||||
icon_state = "dartgun-[ammo_magazine.stored_ammo.len]"
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/consume_next_projectile()
|
||||
. = ..()
|
||||
var/obj/item/projectile/bullet/chemdart/dart = .
|
||||
if(istype(dart))
|
||||
fill_dart(dart)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/examine(mob/user)
|
||||
//update_icon()
|
||||
//if (!..(user, 2))
|
||||
// return
|
||||
..()
|
||||
if (beakers.len)
|
||||
user << "\blue [src] contains:"
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
user << "\blue [R.volume] units of [R.name]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(!istype(I, container_type))
|
||||
user << "\blue [I] doesn't seem to fit into [src]."
|
||||
return
|
||||
if(beakers.len >= max_beakers)
|
||||
user << "\blue [src] already has [max_beakers] beakers in it - another one isn't going to fit!"
|
||||
return
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = I
|
||||
user.drop_item()
|
||||
B.loc = src
|
||||
beakers += B
|
||||
user << "\blue You slot [B] into [src]."
|
||||
src.updateUsrDialog()
|
||||
return 1
|
||||
..()
|
||||
|
||||
//fills the given dart with reagents
|
||||
/obj/item/weapon/gun/projectile/dartgun/proc/fill_dart(var/obj/item/projectile/bullet/chemdart/dart)
|
||||
if(mixing.len)
|
||||
var/mix_amount = dart.reagent_amount/mixing.len
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in mixing)
|
||||
B.reagents.trans_to(dart, mix_amount)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/attack_self(mob/user)
|
||||
user.set_machine(src)
|
||||
var/dat = "<b>[src] mixing control:</b><br><br>"
|
||||
|
||||
if (beakers.len)
|
||||
var/i = 1
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
dat += "Beaker [i] contains: "
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
dat += "<br> [R.volume] units of [R.name], "
|
||||
if (check_beaker_mixing(B))
|
||||
dat += text("<A href='?src=\ref[src];stop_mix=[i]'><font color='green'>Mixing</font></A> ")
|
||||
else
|
||||
dat += text("<A href='?src=\ref[src];mix=[i]'><font color='red'>Not mixing</font></A> ")
|
||||
else
|
||||
dat += "nothing."
|
||||
dat += " \[<A href='?src=\ref[src];eject=[i]'>Eject</A>\]<br>"
|
||||
i++
|
||||
else
|
||||
dat += "There are no beakers inserted!<br><br>"
|
||||
|
||||
if(ammo_magazine)
|
||||
if(ammo_magazine.stored_ammo && ammo_magazine.stored_ammo.len)
|
||||
dat += "The dart cartridge has [ammo_magazine.stored_ammo.len] shots remaining."
|
||||
else
|
||||
dat += "<font color='red'>The dart cartridge is empty!</font>"
|
||||
dat += " \[<A href='?src=\ref[src];eject_cart=1'>Eject</A>\]"
|
||||
|
||||
user << browse(dat, "window=dartgun")
|
||||
onclose(user, "dartgun", src)
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/proc/check_beaker_mixing(var/obj/item/B)
|
||||
if(!mixing || !beakers)
|
||||
return 0
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == B)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/Topic(href, href_list)
|
||||
src.add_fingerprint(usr)
|
||||
if(href_list["stop_mix"])
|
||||
var/index = text2num(href_list["stop_mix"])
|
||||
if(index <= beakers.len)
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == beakers[index])
|
||||
mixing -= M
|
||||
break
|
||||
else if (href_list["mix"])
|
||||
var/index = text2num(href_list["mix"])
|
||||
if(index <= beakers.len)
|
||||
mixing += beakers[index]
|
||||
else if (href_list["eject"])
|
||||
var/index = text2num(href_list["eject"])
|
||||
if(index <= beakers.len)
|
||||
if(beakers[index])
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = beakers[index]
|
||||
usr << "You remove [B] from [src]."
|
||||
mixing -= B
|
||||
beakers -= B
|
||||
B.loc = get_turf(src)
|
||||
else if (href_list["eject_cart"])
|
||||
unload_ammo(usr)
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox
|
||||
name = "alien dart gun"
|
||||
desc = "A small gas-powered dartgun, fitted for nonhuman hands."
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/medical
|
||||
starting_chems = list("kelotane","bicaridine","anti_toxin")
|
||||
|
||||
/obj/item/weapon/gun/projectile/dartgun/vox/raider
|
||||
starting_chems = list("space_drugs","stoxin","impedrezene")
|
||||
@@ -1,89 +0,0 @@
|
||||
/obj/item/weapon/gun/launcher
|
||||
name = "launcher"
|
||||
desc = "A device that launches things."
|
||||
icon = 'icons/obj/weapons.dmi'
|
||||
w_class = 5.0
|
||||
flags = 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())
|
||||
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
|
||||
@@ -1,47 +1,70 @@
|
||||
/obj/item/weapon/gun/projectile/colt
|
||||
name = "\improper Colt M1911"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
icon_state = "colt"
|
||||
caliber = ".45"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
load_method = MAGAZINE
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/flash
|
||||
name = "\improper Colt M1911 signal pistol"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 signal flash rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/flash
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/detective
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/c45m/rubber
|
||||
|
||||
/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/silenced
|
||||
name = "silenced pistol"
|
||||
desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
|
||||
icon_state = "silenced_pistol"
|
||||
w_class = 3.0
|
||||
max_shells = 12
|
||||
w_class = 3
|
||||
caliber = ".45"
|
||||
silenced = 1
|
||||
origin_tech = "combat=2;materials=2;syndicate=8"
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
|
||||
load_method = MAGAZINE
|
||||
magazine_type = /obj/item/ammo_magazine/c45m
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle
|
||||
name = "desert eagle"
|
||||
desc = "A robust handgun that uses .50 AE ammo"
|
||||
icon_state = "deagle"
|
||||
force = 14.0
|
||||
max_shells = 7
|
||||
caliber = ".50"
|
||||
ammo_type ="/obj/item/ammo_casing/a50"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a50/empty
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
magazine_type = /obj/item/ammo_magazine/a50
|
||||
auto_eject = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle/gold
|
||||
desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
|
||||
icon_state = "deagleg"
|
||||
item_state = "deagleg"
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/deagle/camo
|
||||
desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
|
||||
icon_state = "deaglecamo"
|
||||
item_state = "deagleg"
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
|
||||
|
||||
@@ -55,47 +78,35 @@
|
||||
origin_tech = "combat=3"
|
||||
ammo_type = "/obj/item/ammo_casing/a75"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/a75/empty
|
||||
magazine_type = /obj/item/ammo_magazine/a75
|
||||
auto_eject = 1
|
||||
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
|
||||
|
||||
afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
update_icon()
|
||||
..()
|
||||
if(empty_mag)
|
||||
icon_state = "gyropistolloaded"
|
||||
else
|
||||
icon_state = "gyropistol"
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/gyropistol/update_icon()
|
||||
..()
|
||||
if(ammo_magazine)
|
||||
icon_state = "gyropistolloaded"
|
||||
else
|
||||
icon_state = "gyropistol"
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol
|
||||
name = "\improper Stechtkin pistol"
|
||||
desc = "A small, easily concealable gun. Uses 9mm rounds."
|
||||
icon_state = "pistol"
|
||||
w_class = 2
|
||||
max_shells = 10
|
||||
caliber = "9mm"
|
||||
silenced = 0
|
||||
origin_tech = "combat=2;materials=2;syndicate=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c9mm"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/mc9mm
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mm
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/pistol/flash
|
||||
name = "\improper Stechtkin signal pistol"
|
||||
desc = "A small, easily concealable gun. Uses 9mm signal flash rounds."
|
||||
magazine_type = /obj/item/ammo_magazine/mc9mm/flash
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/user as mob)
|
||||
if(loc == user)
|
||||
if(user.get_inactive_hand() == src)
|
||||
if(silenced)
|
||||
if(user.l_hand != src && user.r_hand != src)
|
||||
..()
|
||||
@@ -108,7 +119,6 @@
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/silencer))
|
||||
if(user.l_hand != src && user.r_hand != src) //if we're not in his hands
|
||||
|
||||
@@ -1,186 +1,42 @@
|
||||
/obj/item/weapon/gun/projectile/detective
|
||||
/obj/item/weapon/gun/projectile/revolver
|
||||
name = "revolver"
|
||||
desc = "A classic revolver. Uses .357 ammo"
|
||||
icon_state = "revolver"
|
||||
caliber = "357"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
handle_casings = CYCLE_CASINGS
|
||||
max_shells = 7
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/mateba
|
||||
name = "mateba"
|
||||
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective
|
||||
name = "revolver"
|
||||
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
|
||||
icon_state = "detective"
|
||||
max_shells = 6
|
||||
caliber = "38"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/c38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
|
||||
special_check(var/mob/living/carbon/human/M)
|
||||
if(caliber == initial(caliber))
|
||||
return 1
|
||||
if(prob(70 - (loaded.len * 10))) //minimum probability of 10, maximum of 60
|
||||
M << "<span class='danger'>[src] blows up in your face.</span>"
|
||||
M.take_organ_damage(0,20)
|
||||
M.drop_item()
|
||||
del(src)
|
||||
return 0
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Click to rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
verb/rename_gun()
|
||||
set name = "Name Gun"
|
||||
set category = "Object"
|
||||
set desc = "Click to rename your gun. If you're the detective."
|
||||
|
||||
var/mob/M = usr
|
||||
if(!M.mind) return 0
|
||||
if(!M.mind.assigned_role == "Detective")
|
||||
M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
|
||||
return 0
|
||||
|
||||
var/input = stripped_input(usr,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src))
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return 1
|
||||
|
||||
attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
if(istype(A, /obj/item/weapon/screwdriver))
|
||||
if(caliber == "38")
|
||||
user << "<span class='notice'>You begin to reinforce the barrel of [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //you know the drill
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30))
|
||||
if(loaded.len)
|
||||
user << "<span class='notice'>You can't modify it!</span>"
|
||||
return
|
||||
caliber = "357"
|
||||
desc = "The barrel and chamber assembly seems to have been modified."
|
||||
user << "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>"
|
||||
else if (caliber == "357")
|
||||
user << "<span class='notice'>You begin to revert the modifications to [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //and again
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30))
|
||||
if(loaded.len)
|
||||
user << "<span class='notice'>You can't modify it!</span>"
|
||||
return
|
||||
caliber = "38"
|
||||
desc = initial(desc)
|
||||
user << "<span class='warning'>You remove the modifications on [src]! Now it will fire .38 rounds.</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto
|
||||
name = "\improper Colt M1911"
|
||||
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
|
||||
icon_state = "colt"
|
||||
max_shells = 7
|
||||
caliber = ".45"
|
||||
ammo_type = "/obj/item/ammo_casing/c45r"
|
||||
load_method = MAGAZINE
|
||||
mag_type = /obj/item/ammo_magazine/c45r/empty
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/flash
|
||||
ammo_type = "/obj/item/ammo_casing/c45f"
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/colt
|
||||
desc = "A cheap Martian knock-off of a Colt M1911."
|
||||
ammo_type = "/obj/item/ammo_casing/c45"
|
||||
|
||||
/obj/item/weapon/gun/projectile/detective/semiauto/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
|
||||
..()
|
||||
if(!loaded.len && empty_mag)
|
||||
empty_mag.loc = get_turf(src.loc)
|
||||
empty_mag = null
|
||||
user << "<span class='notice'>The Magazine falls out and clatters on the floor!</span>"
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/mateba
|
||||
name = "mateba"
|
||||
desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." //>10mm hole >.357
|
||||
icon_state = "mateba"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
// A gun to play Russian Roulette!
|
||||
// You can spin the chamber to randomize the position of the bullet.
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian
|
||||
name = "\improper Russian revolver"
|
||||
desc = "A Russian made revolver. Uses .357 ammo. It has a single slot in it's chamber for a bullet."
|
||||
max_shells = 6
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/New()
|
||||
Spin()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/proc/Spin()
|
||||
for(var/obj/item/ammo_casing/AC in loaded)
|
||||
del(AC)
|
||||
loaded = list()
|
||||
var/random = rand(1, max_shells)
|
||||
for(var/i = 1; i <= max_shells; i++)
|
||||
if(i != random)
|
||||
loaded += i // Basically null
|
||||
else
|
||||
loaded += new ammo_type(src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(!A) return
|
||||
|
||||
var/num_loaded = 0
|
||||
if(istype(A, /obj/item/ammo_magazine))
|
||||
|
||||
if((load_method == MAGAZINE) && loaded.len) return
|
||||
var/obj/item/ammo_magazine/AM = A
|
||||
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
|
||||
if(getAmmo() > 0 || loaded.len >= max_shells)
|
||||
break
|
||||
if(AC.caliber == caliber && loaded.len < max_shells)
|
||||
AC.loc = src
|
||||
AM.stored_ammo -= AC
|
||||
loaded += AC
|
||||
num_loaded++
|
||||
break
|
||||
A.update_icon()
|
||||
|
||||
if(num_loaded)
|
||||
user.visible_message("<span class='warning'>[user] loads a single bullet into the revolver and spins the chamber.</span>", "<span class='warning'>You load a single bullet into the chamber and spin it.</span>")
|
||||
else
|
||||
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
|
||||
if(getAmmo() > 0)
|
||||
Spin()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
|
||||
user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
|
||||
if(getAmmo() > 0)
|
||||
Spin()
|
||||
|
||||
/obj/item/weapon/gun/projectile/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
|
||||
if(!loaded.len)
|
||||
user.visible_message("\red *click*", "\red *click*")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
|
||||
if(isliving(target) && isliving(user))
|
||||
if(target == user)
|
||||
var/datum/organ/external/affecting = user.zone_sel.selecting
|
||||
if(affecting == "head")
|
||||
|
||||
var/obj/item/ammo_casing/AC = loaded[1]
|
||||
if(!load_into_chamber())
|
||||
user.visible_message("\red *click*", "\red *click*")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
if(!in_chamber)
|
||||
return
|
||||
var/obj/item/projectile/P = new AC.projectile_type
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>[user.name] fires [src] at \his head!</span>", "<span class='danger'>You fire [src] at your head!</span>", "You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
|
||||
if(!P.nodamage)
|
||||
user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
|
||||
return
|
||||
..()
|
||||
|
||||
@@ -1,51 +0,0 @@
|
||||
/obj/item/weapon/gun/rocketlauncher
|
||||
name = "rocket launcher"
|
||||
desc = "MAGGOT."
|
||||
icon_state = "rocket"
|
||||
item_state = "rocket"
|
||||
w_class = 4.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
flags = CONDUCT | USEDELAY
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=8;materials=5"
|
||||
var/projectile = /obj/item/missile
|
||||
var/missile_speed = 2
|
||||
var/missile_range = 30
|
||||
var/max_rockets = 1
|
||||
var/list/rockets = new/list()
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/examine(mob/user)
|
||||
if(!..(user, 2))
|
||||
return
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/ammo_casing/rocket))
|
||||
if(rockets.len < max_rockets)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
rockets += I
|
||||
user << "\blue You put the rocket in [src]."
|
||||
user << "\blue [rockets.len] / [max_rockets] rockets."
|
||||
else
|
||||
usr << "\red [src] cannot hold more rockets."
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/can_fire()
|
||||
return rockets.len
|
||||
|
||||
/obj/item/weapon/gun/rocketlauncher/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(rockets.len)
|
||||
var/obj/item/ammo_casing/rocket/I = rockets[1]
|
||||
var/obj/item/missile/M = new projectile(user.loc)
|
||||
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
|
||||
M.primed = 1
|
||||
M.throw_at(target, missile_range, missile_speed,user)
|
||||
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
|
||||
rockets -= I
|
||||
del(I)
|
||||
return
|
||||
else
|
||||
usr << "\red [src] is empty."
|
||||
@@ -10,127 +10,79 @@
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/shotgun/pellet"
|
||||
load_method = SINGLE_CASING
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/pellet
|
||||
handle_casings = HOLD_CASINGS
|
||||
var/recentpump = 0 // to prevent spammage
|
||||
var/pumped = 0
|
||||
var/obj/item/ammo_casing/current_shell = null
|
||||
|
||||
isHandgun()
|
||||
return 0
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
|
||||
if(chambered)
|
||||
return chambered.BB
|
||||
return null
|
||||
|
||||
load_into_chamber()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(recentpump) return
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
|
||||
if(world.time >= recentpump + 10)
|
||||
pump(user)
|
||||
recentpump = 1
|
||||
spawn(10)
|
||||
recentpump = 0
|
||||
return
|
||||
recentpump = world.time
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
|
||||
proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
pumped = 0
|
||||
if(current_shell)//We have a shell in the chamber
|
||||
current_shell.loc = get_turf(src)//Eject casing
|
||||
current_shell = null
|
||||
if(in_chamber)
|
||||
in_chamber = null
|
||||
if(!loaded.len) return 0
|
||||
if(chambered)//We have a shell in the chamber
|
||||
chambered.loc = get_turf(src)//Eject casing
|
||||
chambered = null
|
||||
|
||||
if(loaded.len)
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
current_shell = AC
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
update_icon() //I.E. fix the desc
|
||||
return 1
|
||||
chambered = AC
|
||||
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat
|
||||
name = "combat shotgun"
|
||||
icon_state = "cshotgun"
|
||||
max_shells = 8
|
||||
origin_tech = "combat=5;materials=2"
|
||||
ammo_type = "/obj/item/ammo_casing/shotgun"
|
||||
max_shells = 8
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
|
||||
|
||||
//this is largely hacky and bad :( -Pete
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
|
||||
name = "double-barreled shotgun"
|
||||
desc = "A true classic."
|
||||
icon_state = "dshotgun"
|
||||
item_state = "shotgun"
|
||||
//SPEEDLOADER because rapid unloading.
|
||||
//In principle someone could make a speedloader for it, so it makes sense.
|
||||
load_method = SINGLE_CASING|SPEEDLOADER
|
||||
handle_casings = CYCLE_CASINGS
|
||||
max_shells = 2
|
||||
w_class = 4.0
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
caliber = "shotgun"
|
||||
origin_tech = "combat=3;materials=1"
|
||||
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
|
||||
New()
|
||||
for(var/i = 1, i <= max_shells, i++)
|
||||
loaded += new ammo_type(src)
|
||||
|
||||
update_icon()
|
||||
return
|
||||
|
||||
load_into_chamber()
|
||||
// if(in_chamber)
|
||||
// return 1 {R}
|
||||
if(!loaded.len)
|
||||
return 0
|
||||
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
AC.desc += " This one is spent."
|
||||
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
return 1
|
||||
return 0
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
|
||||
user << "<span class='notice'>\The [src] is empty.</span>"
|
||||
return
|
||||
|
||||
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
|
||||
if(shell in loaded)
|
||||
loaded -= shell
|
||||
shell.loc = get_turf(src.loc)
|
||||
|
||||
user << "<span class='notice'>You break \the [src].</span>"
|
||||
update_icon()
|
||||
|
||||
attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(istype(A, /obj/item/ammo_casing) && !load_method)
|
||||
var/obj/item/ammo_casing/AC = A
|
||||
if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
|
||||
user.drop_item()
|
||||
AC.loc = src
|
||||
loaded += AC
|
||||
user << "<span class='notice'>You load a shell into \the [src]!</span>"
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
|
||||
if(loaded.len)
|
||||
afterattack(user, user) //will this work?
|
||||
afterattack(user, user) //it will. we call it twice, for twice the FUN
|
||||
//this is largely hacky and bad :( -Pete
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
|
||||
if(loaded.len)
|
||||
for(var/i in 1 to max_shells)
|
||||
afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
|
||||
icon_state = "sawnshotgun"
|
||||
w_class = 3.0
|
||||
item_state = "gun"
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||
name = "sawn-off shotgun"
|
||||
desc = "Omar's coming!"
|
||||
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
|
||||
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
|
||||
icon_state = "sawnshotgun"
|
||||
w_class = 3
|
||||
item_state = "gun"
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= (SLOT_BELT|SLOT_HOLSTER) //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not.
|
||||
name = "sawn-off shotgun"
|
||||
desc = "Omar's coming!"
|
||||
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
|
||||
else
|
||||
..()
|
||||
67
code/modules/projectiles/guns/projectile/sniper.dm
Normal file
@@ -0,0 +1,67 @@
|
||||
/obj/item/weapon/gun/projectile/heavysniper
|
||||
name = "\improper PTRS-7 rifle"
|
||||
desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against lightly armoured exosuits, it is capable of punching through non-reinforced walls with ease. Fires 14.5mm AP shells."
|
||||
icon_state = "heavysniper"
|
||||
item_state = "sniper0"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "combat=8;materials=2;syndicate=8"
|
||||
caliber = "14.5mm"
|
||||
recoil = 2 //extra kickback
|
||||
//fire_sound = 'sound/weapons/sniper.ogg'
|
||||
handle_casings = HOLD_CASINGS
|
||||
load_method = SINGLE_CASING
|
||||
max_shells = 1
|
||||
ammo_type = /obj/item/ammo_casing/a145
|
||||
//+2 accuracy over the LWAP because only one shot
|
||||
accuracy = -1
|
||||
scoped_accuracy = 2
|
||||
var/bolt_open = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
|
||||
if(bolt_open)
|
||||
icon_state = "heavysniper-open"
|
||||
else
|
||||
icon_state = "heavysniper"
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/attack_self(mob/user as mob)
|
||||
playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
|
||||
bolt_open = !bolt_open
|
||||
if(bolt_open)
|
||||
if(chambered)
|
||||
user << "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>"
|
||||
chambered.loc = get_turf(src)
|
||||
loaded -= chambered
|
||||
chambered = null
|
||||
else
|
||||
user << "<span class='notice'>You work the bolt open.</span>"
|
||||
else
|
||||
user << "<span class='notice'>You work the bolt closed.</span>"
|
||||
bolt_open = 0
|
||||
add_fingerprint(user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/special_check(mob/user)
|
||||
if(bolt_open)
|
||||
user << "<span class='warning'>You can't fire [src] while the bolt is open!</span>"
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/load_ammo(var/obj/item/A, mob/user)
|
||||
if(!bolt_open)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/unload_ammo(mob/user, var/allow_dump=1)
|
||||
if(!bolt_open)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/heavysniper/verb/scope()
|
||||
set category = "Object"
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(2.0)
|
||||
|
||||
@@ -37,7 +37,7 @@
|
||||
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
|
||||
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
|
||||
var/taser_effect = 0 //If set then the projectile will apply it's agony damage using stun_effect_act() to mobs it hits, and other damage will be ignored
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
|
||||
var/check_armour = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
|
||||
var/projectile_type = /obj/item/projectile
|
||||
var/penetrating = 0 //If greater than zero, the projectile will pass through dense objects as specified by on_penetrate()
|
||||
var/kill_count = 50 //This will de-increment every process(). When 0, it will delete the projectile.
|
||||
@@ -69,20 +69,19 @@
|
||||
/obj/item/projectile/proc/on_penetrate(var/atom/A)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/proc/check_fire(var/mob/living/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
|
||||
if(!istype(target) || !istype(user))
|
||||
return 0
|
||||
var/obj/item/projectile/test/in_chamber = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
|
||||
in_chamber.target = target
|
||||
in_chamber.flags = flags //Set the flags...
|
||||
in_chamber.pass_flags = pass_flags //And the pass flags to that of the real projectile...
|
||||
in_chamber.firer = user
|
||||
var/output = in_chamber.process() //Test it!
|
||||
del(in_chamber) //No need for it anymore
|
||||
return output //Send it back to the gun!
|
||||
/obj/item/projectile/proc/check_fire(atom/target as mob, var/mob/living/user as mob) //Checks if you can hit them or not.
|
||||
check_trajectory(target, user, pass_flags, flags)
|
||||
|
||||
//sets the click point of the projectile using mouse input params
|
||||
/obj/item/projectile/proc/set_clickpoint(var/params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
p_y = text2num(mouse_control["icon-y"])
|
||||
|
||||
//called to launch a projectile from a gun
|
||||
/obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0, var/px=null, var/py=null)
|
||||
/obj/item/projectile/proc/launch(atom/target, mob/user, obj/item/weapon/gun/launcher, var/target_zone, var/x_offset=0, var/y_offset=0)
|
||||
var/turf/curloc = get_turf(user)
|
||||
var/turf/targloc = get_turf(target)
|
||||
if (!istype(targloc) || !istype(curloc))
|
||||
@@ -93,10 +92,12 @@
|
||||
|
||||
if(user == target) //Shooting yourself
|
||||
user.bullet_act(src, target_zone)
|
||||
on_impact(user)
|
||||
del(src)
|
||||
return 0
|
||||
if(targloc == curloc) //Shooting the ground
|
||||
targloc.bullet_act(src, target_zone)
|
||||
if(targloc == curloc) //Shooting something in the same turf
|
||||
target.bullet_act(src, target_zone)
|
||||
on_impact(target)
|
||||
del(src)
|
||||
return 0
|
||||
|
||||
@@ -106,8 +107,6 @@
|
||||
current = curloc
|
||||
yo = targloc.y - curloc.y + y_offset
|
||||
xo = targloc.x - curloc.x + x_offset
|
||||
if(!isnull(py)) p_y = py
|
||||
if(!isnull(px)) p_x = px
|
||||
|
||||
shot_from = launcher
|
||||
silenced = launcher.silenced
|
||||
@@ -129,15 +128,16 @@
|
||||
xo = new_x - starting_loc.x
|
||||
|
||||
//Called when the projectile intercepts a mob. Returns 1 if the projectile hit the mob, 0 if it missed and should keep flying.
|
||||
/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier = -30)
|
||||
/obj/item/projectile/proc/attack_mob(var/mob/living/target_mob, var/distance, var/miss_modifier)
|
||||
//accuracy bonus from aiming
|
||||
if (istype(shot_from, /obj/item/weapon/gun)) //If you aim at someone beforehead, it'll hit more often.
|
||||
var/obj/item/weapon/gun/daddy = shot_from //Kinda balanced by fact you need like 2 seconds to aim
|
||||
if (daddy.target && original in daddy.target) //As opposed to no-delay pew pew
|
||||
miss_modifier -= round(15*daddy.accuracy)
|
||||
if (daddy.aim_targets && original in daddy.aim_targets) //As opposed to no-delay pew pew
|
||||
miss_modifier += -30
|
||||
|
||||
//roll to-hit
|
||||
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, max(miss_modifier + 15*distance, 0))
|
||||
var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, max(miss_modifier + 15*(distance-2), 0))
|
||||
if(!hit_zone)
|
||||
visible_message("<span class='notice'>\The [src] misses [target_mob] narrowly!</span>")
|
||||
return 0
|
||||
@@ -228,10 +228,10 @@
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/process()
|
||||
if(kill_count < 1)
|
||||
del(src)
|
||||
kill_count--
|
||||
spawn while(src)
|
||||
if(kill_count-- < 1)
|
||||
on_impact(src.loc) //for any final impact behaviours
|
||||
del(src)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z)
|
||||
if((x == 1 || x == world.maxx || y == 1 || y == world.maxy))
|
||||
@@ -245,6 +245,7 @@
|
||||
Bump(original)
|
||||
sleep(1)
|
||||
|
||||
//"Tracing" projectile
|
||||
/obj/item/projectile/test //Used to see if you can hit them.
|
||||
invisibility = 101 //Nope! Can't see me!
|
||||
yo = null
|
||||
@@ -285,3 +286,16 @@
|
||||
M = locate() in get_step(src,target)
|
||||
if(istype(M))
|
||||
return 1
|
||||
|
||||
/proc/check_trajectory(atom/target as mob, var/mob/living/user as mob, var/pass_flags=PASSTABLE|PASSGLASS|PASSGRILLE, flags=null) //Checks if you can hit them or not.
|
||||
if(!istype(target) || !istype(user))
|
||||
return 0
|
||||
var/obj/item/projectile/test/trace = new /obj/item/projectile/test(get_step_to(user,target)) //Making the test....
|
||||
trace.target = target
|
||||
if(!isnull(flags))
|
||||
trace.flags = flags //Set the flags...
|
||||
trace.pass_flags = pass_flags //And the pass flags to that of the real projectile...
|
||||
trace.firer = user
|
||||
var/output = trace.process() //Test it!
|
||||
del(trace) //No need for it anymore
|
||||
return output //Send it back to the gun!
|
||||
@@ -4,7 +4,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
/obj/item/projectile/animate/Bump(var/atom/change)
|
||||
if((istype(change, /obj/item) || istype(change, /obj/structure)) && !is_type_in_list(change, protected_objects))
|
||||
|
||||
@@ -14,7 +14,7 @@ var/list/beam_master = list()
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 40
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
check_armour = "laser"
|
||||
eyeblur = 4
|
||||
var/frequency = 1
|
||||
|
||||
@@ -87,7 +87,7 @@ var/list/beam_master = list()
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
check_armour = "laser"
|
||||
eyeblur = 2
|
||||
|
||||
/obj/item/projectile/beam/heavylaser
|
||||
@@ -121,7 +121,7 @@ var/list/beam_master = list()
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
check_armour = "laser"
|
||||
|
||||
/obj/item/projectile/beam/lastertag/blue/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
@@ -136,7 +136,7 @@ var/list/beam_master = list()
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
check_armour = "laser"
|
||||
|
||||
/obj/item/projectile/beam/lastertag/red/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
@@ -151,7 +151,7 @@ var/list/beam_master = list()
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "laser"
|
||||
check_armour = "laser"
|
||||
|
||||
/obj/item/projectile/beam/lastertag/omni/on_hit(var/atom/target, var/blocked = 0)
|
||||
if(istype(target, /mob/living/carbon/human))
|
||||
@@ -164,9 +164,9 @@ var/list/beam_master = list()
|
||||
name = "sniper beam"
|
||||
icon_state = "xray"
|
||||
damage = 60
|
||||
stun = 5
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
stun = 3
|
||||
weaken = 3
|
||||
stutter = 3
|
||||
|
||||
/obj/item/projectile/beam/stun
|
||||
name = "stun beam"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
nodamage = 0
|
||||
flag = "bullet"
|
||||
check_armour = "bullet"
|
||||
embed = 1
|
||||
sharp = 1
|
||||
|
||||
@@ -21,27 +21,27 @@
|
||||
|
||||
if(ismob(A))
|
||||
if(iscarbon(A))
|
||||
//squishy mobs absorb KE
|
||||
if (damage <= 20) return 0
|
||||
damage *= 0.7
|
||||
if (damage <= 20 && !prob(damage)) return 0
|
||||
damage *= 0.7 //squishy mobs absorb KE
|
||||
return 1
|
||||
|
||||
if(istype(A, /obj/machinery) || istype(A, /obj/structure))
|
||||
var/chance = 15
|
||||
if(istype(A, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/W = A
|
||||
chance = round(damage/W.damage_cap*100)
|
||||
else if(istype(A, /obj/machinery/door))
|
||||
var/obj/machinery/door/D = A
|
||||
chance = round(damage/D.maxhealth*100)
|
||||
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
|
||||
chance = 100
|
||||
var/chance = 0
|
||||
if(istype(A, /turf/simulated/wall))
|
||||
var/turf/simulated/wall/W = A
|
||||
chance = round(damage/W.damage_cap*180)
|
||||
else if(istype(A, /obj/machinery/door))
|
||||
var/obj/machinery/door/D = A
|
||||
chance = round(damage/D.maxhealth*100)
|
||||
else if(istype(A, /obj/structure/girder) || istype(A, /obj/structure/cultgirder))
|
||||
chance = 100
|
||||
else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
|
||||
chance = 15
|
||||
|
||||
if(prob(chance))
|
||||
if(A.opacity)
|
||||
//display a message so that people on the other side aren't so confused
|
||||
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!")
|
||||
return 1
|
||||
if(prob(chance))
|
||||
if(A.opacity)
|
||||
//display a message so that people on the other side aren't so confused
|
||||
A.visible_message("<span class='warning'>\The [src] pierces through \the [A]!")
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
@@ -122,10 +122,13 @@
|
||||
/* "Rifle" rounds */
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a762
|
||||
damage = 25
|
||||
damage = 30
|
||||
penetrating = 1
|
||||
|
||||
/obj/item/projectile/bullet/rifle/a145
|
||||
damage = 90
|
||||
damage = 80
|
||||
stun = 3
|
||||
weaken = 3
|
||||
penetrating = 5
|
||||
|
||||
/* Miscellaneous */
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
on_hit(var/atom/change)
|
||||
wabbajack(change)
|
||||
|
||||
@@ -3,37 +3,42 @@
|
||||
icon_state = "spark"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
|
||||
//releases a very short burst of light on impact, mainly used to blind people
|
||||
//releases a burst of light on impact or after travelling a distance
|
||||
/obj/item/projectile/energy/flash
|
||||
name = "shell" //a chemical filled shell or something
|
||||
name = "chemical shell"
|
||||
icon_state = "bullet"
|
||||
damage = 5
|
||||
var/flash_range = 1
|
||||
var/brightness = 5
|
||||
var/light_duration = 10
|
||||
|
||||
/obj/item/projectile/energy/flash/on_impact()
|
||||
var/turf/T = get_turf(src)
|
||||
kill_count = 15 //if the shell hasn't hit anything after travelling this far it just explodes.
|
||||
var/flash_range = 0
|
||||
var/brightness = 7
|
||||
var/light_duration = 5
|
||||
|
||||
/obj/item/projectile/energy/flash/on_impact(var/atom/A)
|
||||
var/turf/T = flash_range? src.loc : get_turf(A)
|
||||
if(!istype(T)) return
|
||||
|
||||
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
|
||||
//blind adjacent people
|
||||
for (var/mob/living/carbon/M in viewers(T, flash_range))
|
||||
if(M.eyecheck() < 1)
|
||||
flick("e_flash", M.flash)
|
||||
|
||||
//snap pop
|
||||
playsound(src, 'sound/effects/snap.ogg', 50, 1)
|
||||
new/obj/effect/effect/smoke/illumination(src.loc, brightness=max(flash_range*2, brightness), lifetime=light_duration)
|
||||
src.visible_message("<span class='warning'>\The [src] explodes in a bright flash!</span>")
|
||||
|
||||
new /obj/effect/decal/cleanable/ash(src.loc) //always use src.loc so that ash doesn't end up inside windows
|
||||
new /obj/effect/effect/sparks(T)
|
||||
new /obj/effect/effect/smoke/illumination(T, brightness=max(flash_range*2, brightness), lifetime=light_duration)
|
||||
|
||||
//blinds people like the flash round, but can also be used for temporary illumination
|
||||
/obj/item/projectile/energy/flash/flare
|
||||
damage = 10
|
||||
flash_range = 1
|
||||
brightness = 7 //similar to a flare
|
||||
light_duration = 150
|
||||
brightness = 9 //similar to a flare
|
||||
light_duration = 200
|
||||
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "ice_1"
|
||||
damage = 20
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
/obj/item/projectile/forcebolt/strong
|
||||
name = "force bolt"
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
@@ -16,7 +16,7 @@
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
damage = 50
|
||||
flag = "bullet"
|
||||
check_armour = "bullet"
|
||||
sharp = 1
|
||||
edge = 1
|
||||
|
||||
@@ -30,7 +30,7 @@
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
var/temperature = 300
|
||||
|
||||
|
||||
@@ -47,7 +47,7 @@
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
flag = "bullet"
|
||||
check_armour = "bullet"
|
||||
|
||||
Bump(atom/A as mob|obj|turf|area)
|
||||
if(A == firer)
|
||||
@@ -76,7 +76,7 @@
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
var/mob/living/M = target
|
||||
@@ -115,7 +115,7 @@
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
check_armour = "energy"
|
||||
|
||||
on_hit(var/atom/target, var/blocked = 0)
|
||||
var/mob/M = target
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
/obj/item/weapon/gun/verb/toggle_firerate()
|
||||
set name = "Toggle Firerate"
|
||||
set name = "Toggle Continue Aiming"
|
||||
set category = "Object"
|
||||
|
||||
firerate = !firerate
|
||||
keep_aim = !keep_aim
|
||||
|
||||
if (firerate)
|
||||
if (keep_aim)
|
||||
loc << "You will now continue firing when your target moves."
|
||||
else
|
||||
loc << "You will now only fire once, then lower your aim, when your target moves."
|
||||
@@ -12,7 +12,7 @@
|
||||
/obj/item/weapon/gun/verb/lower_aim()
|
||||
set name = "Lower Aim"
|
||||
set category = "Object"
|
||||
if(target)
|
||||
if(aim_targets)
|
||||
stop_aim()
|
||||
usr.visible_message("\blue \The [usr] lowers \the [src]...")
|
||||
|
||||
@@ -34,13 +34,13 @@
|
||||
user.client.remove_gun_icons()
|
||||
return ..()
|
||||
|
||||
//Removes lock fro mall targets
|
||||
//Removes lock from all targets
|
||||
/obj/item/weapon/gun/proc/stop_aim()
|
||||
if(target)
|
||||
for(var/mob/living/M in target)
|
||||
if(aim_targets)
|
||||
for(var/mob/living/M in aim_targets)
|
||||
if(M)
|
||||
M.NotTargeted(src) //Untargeting people.
|
||||
del(target)
|
||||
del(aim_targets)
|
||||
|
||||
//Compute how to fire.....
|
||||
//Return 1 if a target was found, 0 otherwise.
|
||||
@@ -49,13 +49,13 @@
|
||||
if(lock_time > world.time - 2) return
|
||||
|
||||
user.set_dir(get_cardinal_dir(src, A))
|
||||
if(isliving(A) && !(A in target))
|
||||
if(isliving(A) && !(A in aim_targets))
|
||||
Aim(A) //Clicked a mob, aim at them
|
||||
return 1
|
||||
|
||||
//Didn't click someone, check if there is anyone along that guntrace
|
||||
var/mob/living/M = GunTrace(usr.x,usr.y,A.x,A.y,usr.z,usr) //Find dat mob.
|
||||
if(isliving(M) && (M in view(user)) && !(M in target))
|
||||
if(isliving(M) && (M in view(user)) && !(M in aim_targets))
|
||||
Aim(M) //Aha! Aim at them!
|
||||
return 1
|
||||
|
||||
@@ -63,13 +63,13 @@
|
||||
|
||||
//Aiming at the target mob.
|
||||
/obj/item/weapon/gun/proc/Aim(var/mob/living/M)
|
||||
if(!target || !(M in target))
|
||||
if(!aim_targets || !(M in aim_targets))
|
||||
lock_time = world.time
|
||||
if(target && !automatic) //If they're targeting someone and they have a non automatic weapon.
|
||||
for(var/mob/living/L in target)
|
||||
if(aim_targets && !multi_aim) //If they're targeting someone and they have a non multi_aim weapon.
|
||||
for(var/mob/living/L in aim_targets)
|
||||
if(L)
|
||||
L.NotTargeted(src)
|
||||
del(target)
|
||||
del(aim_targets)
|
||||
usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
|
||||
else
|
||||
usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
|
||||
@@ -90,29 +90,26 @@
|
||||
return
|
||||
|
||||
M.last_move_intent = world.time
|
||||
if(can_fire())
|
||||
var/firing_check = can_hit(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
|
||||
if(firing_check > 0)
|
||||
if(firing_check == 1)
|
||||
Fire(T,usr, reflex = 1)
|
||||
else if(!told_cant_shoot)
|
||||
M << "\red They can't be hit from here!"
|
||||
told_cant_shoot = 1
|
||||
spawn(30)
|
||||
told_cant_shoot = 0
|
||||
else
|
||||
click_empty(M)
|
||||
var/firing_check = can_hit(T,usr) //0 if it cannot hit them, 1 if it is capable of hitting, and 2 if a special check is preventing it from firing.
|
||||
if(firing_check > 0)
|
||||
if(firing_check == 1)
|
||||
Fire(T,usr, reflex = 1)
|
||||
else if(!told_cant_shoot)
|
||||
M << "\red They can't be hit from here!"
|
||||
told_cant_shoot = 1
|
||||
spawn(30)
|
||||
told_cant_shoot = 0
|
||||
|
||||
usr.set_dir(get_cardinal_dir(src, T))
|
||||
|
||||
if (!firerate) // If firerate is set to lower aim after one shot, untarget the target
|
||||
if (!keep_aim) // If keep_aim is set to lower aim after one shot, untarget the target
|
||||
T.NotTargeted(src)
|
||||
|
||||
//Yay, math!
|
||||
|
||||
#define SIGN(X) ((X<0)?-1:1)
|
||||
|
||||
proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
|
||||
/proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
|
||||
//bluh << "Tracin' [X1],[Y1] to [X2],[Y2] on floor [Z]."
|
||||
var/turf/T
|
||||
var/mob/living/M
|
||||
@@ -150,19 +147,19 @@ proc/GunTrace(X1,Y1,X2,Y2,Z=1,exc_obj,PX1=16,PY1=16,PX2=16,PY2=16)
|
||||
|
||||
|
||||
//Targeting management procs
|
||||
mob/var
|
||||
/mob/var
|
||||
list/targeted_by
|
||||
target_time = -100
|
||||
last_move_intent = -100
|
||||
last_target_click = -5
|
||||
target_locked = null
|
||||
|
||||
mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
|
||||
if(!I.target)
|
||||
I.target = list(src)
|
||||
else if(I.automatic && I.target.len < 5) //Automatic weapon, they can hold down a room.
|
||||
I.target += src
|
||||
else if(I.target.len >= 5)
|
||||
/mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
|
||||
if(!I.aim_targets)
|
||||
I.aim_targets = list(src)
|
||||
else if(I.multi_aim && I.aim_targets.len < 5) //multi_aim weapon, they can hold down a room.
|
||||
I.aim_targets += src
|
||||
else if(I.aim_targets.len >= 5)
|
||||
if(ismob(I.loc))
|
||||
I.loc << "You can only target 5 people at once!"
|
||||
return
|
||||
@@ -223,43 +220,43 @@ mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
|
||||
I.last_moved_mob = src
|
||||
sleep(1)
|
||||
|
||||
mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
|
||||
/mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
|
||||
if(!I.silenced)
|
||||
for(var/mob/living/M in viewers(src))
|
||||
M << 'sound/weapons/TargetOff.ogg'
|
||||
targeted_by -= I
|
||||
I.target.Remove(src) //De-target them
|
||||
if(!I.target.len)
|
||||
del(I.target)
|
||||
I.aim_targets.Remove(src) //De-target them
|
||||
if(!I.aim_targets.len)
|
||||
del(I.aim_targets)
|
||||
var/mob/living/T = I.loc //Remove the targeting icons
|
||||
if(T && ismob(T) && !I.target)
|
||||
if(T && ismob(T) && !I.aim_targets)
|
||||
T.client.remove_gun_icons()
|
||||
if(!targeted_by.len)
|
||||
del target_locked //Remove the overlay
|
||||
del targeted_by
|
||||
spawn(1) update_targeted()
|
||||
|
||||
mob/living/Move()
|
||||
/mob/living/Move()
|
||||
. = ..()
|
||||
for(var/obj/item/weapon/gun/G in targeted_by) //Handle moving out of the gunner's view.
|
||||
var/mob/living/M = G.loc
|
||||
if(!(M in view(src)))
|
||||
NotTargeted(G)
|
||||
for(var/obj/item/weapon/gun/G in src) //Handle the gunner loosing sight of their target/s
|
||||
if(G.target)
|
||||
for(var/mob/living/M in G.target)
|
||||
if(G.aim_targets)
|
||||
for(var/mob/living/M in G.aim_targets)
|
||||
if(M && !(M in view(src)))
|
||||
M.NotTargeted(G)
|
||||
|
||||
//If you move out of range, it isn't going to still stay locked on you any more.
|
||||
client/var
|
||||
/client/var
|
||||
target_can_move = 0
|
||||
target_can_run = 0
|
||||
target_can_click = 0
|
||||
gun_mode = 0
|
||||
|
||||
//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
|
||||
client/proc/add_gun_icons()
|
||||
/client/proc/add_gun_icons()
|
||||
screen += usr.item_use_icon
|
||||
screen += usr.gun_move_icon
|
||||
if (target_can_move)
|
||||
@@ -267,14 +264,15 @@ client/proc/add_gun_icons()
|
||||
|
||||
|
||||
|
||||
client/proc/remove_gun_icons()
|
||||
/client/proc/remove_gun_icons()
|
||||
if(!usr) return 1 // Runtime prevention on N00k agents spawning with SMG
|
||||
screen -= usr.item_use_icon
|
||||
screen -= usr.gun_move_icon
|
||||
if (target_can_move)
|
||||
screen -= usr.gun_run_icon
|
||||
|
||||
client/verb/ToggleGunMode()
|
||||
/client/verb/ToggleGunMode()
|
||||
set name = "Toggle Gun Mode"
|
||||
set hidden = 1
|
||||
gun_mode = !gun_mode
|
||||
if(gun_mode)
|
||||
@@ -288,7 +286,7 @@ client/verb/ToggleGunMode()
|
||||
usr.gun_setting_icon.icon_state = "gun[gun_mode]"
|
||||
|
||||
|
||||
client/verb/AllowTargetMove()
|
||||
/client/verb/AllowTargetMove()
|
||||
set hidden=1
|
||||
|
||||
//Changing client's permissions
|
||||
@@ -310,8 +308,8 @@ client/verb/AllowTargetMove()
|
||||
//Handling change for all the guns on client
|
||||
for(var/obj/item/weapon/gun/G in usr)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
for(var/mob/living/M in G.target)
|
||||
if(G.aim_targets)
|
||||
for(var/mob/living/M in G.aim_targets)
|
||||
if(target_can_move)
|
||||
M << "Your character may now <b>walk</b> at the discretion of their targeter."
|
||||
if(!target_can_run)
|
||||
@@ -320,7 +318,7 @@ client/verb/AllowTargetMove()
|
||||
else
|
||||
M << "\red <b>Your character will now be shot if they move.</b>"
|
||||
|
||||
mob/living/proc/set_m_intent(var/intent)
|
||||
/mob/living/proc/set_m_intent(var/intent)
|
||||
if (intent != "walk" && intent != "run")
|
||||
return 0
|
||||
m_intent = intent
|
||||
@@ -346,14 +344,14 @@ client/verb/AllowTargetRun()
|
||||
//Handling change for all the guns on client
|
||||
for(var/obj/item/weapon/gun/G in src)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
for(var/mob/living/M in G.target)
|
||||
if(G.aim_targets)
|
||||
for(var/mob/living/M in G.aim_targets)
|
||||
if(target_can_run)
|
||||
M << "Your character may now <b>run</b> at the discretion of their targeter."
|
||||
else
|
||||
M << "\red <b>Your character will now be shot if they run.</b>"
|
||||
|
||||
client/verb/AllowTargetClick()
|
||||
/client/verb/AllowTargetClick()
|
||||
set hidden=1
|
||||
|
||||
//Changing client's permissions
|
||||
@@ -370,8 +368,8 @@ client/verb/AllowTargetClick()
|
||||
//Handling change for all the guns on client
|
||||
for(var/obj/item/weapon/gun/G in src)
|
||||
G.lock_time = world.time + 5
|
||||
if(G.target)
|
||||
for(var/mob/living/M in G.target)
|
||||
if(G.aim_targets)
|
||||
for(var/mob/living/M in G.aim_targets)
|
||||
if(target_can_click)
|
||||
M << "Your character may now <b>use items</b> at the discretion of their targeter."
|
||||
else
|
||||
|
||||
@@ -1,293 +0,0 @@
|
||||
/obj/item/weapon/dart_cartridge
|
||||
name = "dart cartridge"
|
||||
desc = "A rack of hollow darts."
|
||||
icon = 'icons/obj/ammo.dmi'
|
||||
icon_state = "darts-5"
|
||||
item_state = "rcdammo"
|
||||
opacity = 0
|
||||
density = 0
|
||||
anchored = 0.0
|
||||
origin_tech = "materials=2"
|
||||
var/darts = 5
|
||||
|
||||
/obj/item/weapon/dart_cartridge/update_icon()
|
||||
if(!darts)
|
||||
icon_state = "darts-0"
|
||||
else if(darts > 5)
|
||||
icon_state = "darts-5"
|
||||
else
|
||||
icon_state = "darts-[darts]"
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/dartgun
|
||||
name = "dart gun"
|
||||
desc = "A small gas-powered dartgun, capable of delivering chemical cocktails swiftly across short distances."
|
||||
icon_state = "dartgun-empty"
|
||||
|
||||
var/list/beakers = list() //All containers inside the gun.
|
||||
var/list/mixing = list() //Containers being used for mixing.
|
||||
var/obj/item/weapon/dart_cartridge/cartridge = null //Container of darts.
|
||||
var/max_beakers = 3
|
||||
var/dart_reagent_amount = 15
|
||||
var/container_type = /obj/item/weapon/reagent_containers/glass/beaker
|
||||
var/list/starting_chems = null
|
||||
|
||||
/obj/item/weapon/gun/dartgun/update_icon()
|
||||
|
||||
if(!cartridge)
|
||||
icon_state = "dartgun-empty"
|
||||
return 1
|
||||
|
||||
if(!cartridge.darts)
|
||||
icon_state = "dartgun-0"
|
||||
else if(cartridge.darts > 5)
|
||||
icon_state = "dartgun-5"
|
||||
else
|
||||
icon_state = "dartgun-[cartridge.darts]"
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/dartgun/New()
|
||||
|
||||
..()
|
||||
if(starting_chems)
|
||||
for(var/chem in starting_chems)
|
||||
var/obj/B = new container_type(src)
|
||||
B.reagents.add_reagent(chem, 50)
|
||||
beakers += B
|
||||
cartridge = new /obj/item/weapon/dart_cartridge(src)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/dartgun/examine(mob/user)
|
||||
update_icon()
|
||||
if (!..(user, 2))
|
||||
return
|
||||
if (beakers.len)
|
||||
user << "\blue [src] contains:"
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
user << "\blue [R.volume] units of [R.name]"
|
||||
|
||||
/obj/item/weapon/gun/dartgun/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/dart_cartridge))
|
||||
|
||||
var/obj/item/weapon/dart_cartridge/D = I
|
||||
|
||||
if(!D.darts)
|
||||
user << "\blue [D] is empty."
|
||||
return 0
|
||||
|
||||
if(cartridge)
|
||||
if(cartridge.darts <= 0)
|
||||
src.remove_cartridge()
|
||||
else
|
||||
user << "\blue There's already a cartridge in [src]."
|
||||
return 0
|
||||
|
||||
user.drop_item()
|
||||
cartridge = D
|
||||
D.loc = src
|
||||
user << "\blue You slot [D] into [src]."
|
||||
update_icon()
|
||||
return
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/glass))
|
||||
if(!istype(I, container_type))
|
||||
user << "\blue [I] doesn't seem to fit into [src]."
|
||||
return
|
||||
if(beakers.len >= max_beakers)
|
||||
user << "\blue [src] already has [max_beakers] beakers in it - another one isn't going to fit!"
|
||||
return
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = I
|
||||
user.drop_item()
|
||||
B.loc = src
|
||||
beakers += B
|
||||
user << "\blue You slot [B] into [src]."
|
||||
src.updateUsrDialog()
|
||||
|
||||
/obj/item/weapon/gun/dartgun/can_fire()
|
||||
if(!cartridge)
|
||||
return 0
|
||||
else
|
||||
return cartridge.darts
|
||||
|
||||
/obj/item/weapon/gun/dartgun/proc/has_selected_beaker_reagents()
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/dartgun/proc/remove_cartridge()
|
||||
if(cartridge)
|
||||
usr << "\blue You pop the cartridge out of [src]."
|
||||
var/obj/item/weapon/dart_cartridge/C = cartridge
|
||||
C.loc = get_turf(src)
|
||||
C.update_icon()
|
||||
cartridge = null
|
||||
src.update_icon()
|
||||
|
||||
/obj/item/weapon/gun/dartgun/proc/get_mixed_syringe()
|
||||
if (!cartridge)
|
||||
return 0
|
||||
if(!cartridge.darts)
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/reagent_containers/syringe/dart = new(src)
|
||||
|
||||
if(mixing.len)
|
||||
var/mix_amount = dart_reagent_amount/mixing.len
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in mixing)
|
||||
B.reagents.trans_to(dart,mix_amount)
|
||||
|
||||
return dart
|
||||
|
||||
/obj/item/weapon/gun/dartgun/proc/fire_dart(atom/target, mob/user)
|
||||
if (locate (/obj/structure/table, src.loc))
|
||||
return
|
||||
else
|
||||
var/turf/trg = get_turf(target)
|
||||
var/obj/effect/syringe_gun_dummy/D = new/obj/effect/syringe_gun_dummy(get_turf(src))
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = get_mixed_syringe()
|
||||
if(!S)
|
||||
user << "\red There are no darts in [src]!"
|
||||
return
|
||||
if(!S.reagents)
|
||||
user << "\red There are no reagents available!"
|
||||
return
|
||||
cartridge.darts--
|
||||
src.update_icon()
|
||||
S.reagents.trans_to(D, S.reagents.total_volume)
|
||||
del(S)
|
||||
D.icon_state = "syringeproj"
|
||||
D.name = "syringe"
|
||||
D.flags |= NOREACT
|
||||
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
|
||||
|
||||
for(var/i=0, i<6, i++)
|
||||
if(!D) break
|
||||
if(D.loc == trg) break
|
||||
step_towards(D,trg)
|
||||
|
||||
if(D)
|
||||
for(var/mob/living/carbon/M in D.loc)
|
||||
if(!istype(M,/mob/living/carbon)) continue
|
||||
if(M == user) continue
|
||||
//Syringe gun attack logging by Yvarov
|
||||
var/R
|
||||
if(D.reagents)
|
||||
for(var/datum/reagent/A in D.reagents.reagent_list)
|
||||
R += A.id + " ("
|
||||
R += num2text(A.volume) + "),"
|
||||
if (istype(M, /mob))
|
||||
M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>dartgun</b> ([R])"
|
||||
user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>dartgun</b> ([R])"
|
||||
msg_admin_attack("[user] ([user.ckey]) shot [M] ([M.ckey]) with a dartgun ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
else
|
||||
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>dartgun</b> ([R])"
|
||||
msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a <b>dartgun</b> ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
if(D.reagents)
|
||||
D.reagents.trans_to(M, 15)
|
||||
M << "<span class='danger'>You feel a slight prick.</span>"
|
||||
|
||||
del(D)
|
||||
break
|
||||
if(D)
|
||||
for(var/atom/A in D.loc)
|
||||
if(A == user) continue
|
||||
if(A.density) del(D)
|
||||
|
||||
sleep(1)
|
||||
|
||||
if (D) spawn(10) del(D)
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/dartgun/afterattack(obj/target, mob/user , flag)
|
||||
if(!isturf(target.loc) || target == user) return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/dartgun/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/dartgun/attack_self(mob/user)
|
||||
|
||||
user.set_machine(src)
|
||||
var/dat = "<b>[src] mixing control:</b><br><br>"
|
||||
|
||||
if (beakers.len)
|
||||
var/i = 1
|
||||
for(var/obj/item/weapon/reagent_containers/glass/beaker/B in beakers)
|
||||
dat += "Beaker [i] contains: "
|
||||
if(B.reagents && B.reagents.reagent_list.len)
|
||||
for(var/datum/reagent/R in B.reagents.reagent_list)
|
||||
dat += "<br> [R.volume] units of [R.name], "
|
||||
if (check_beaker_mixing(B))
|
||||
dat += text("<A href='?src=\ref[src];stop_mix=[i]'><font color='green'>Mixing</font></A> ")
|
||||
else
|
||||
dat += text("<A href='?src=\ref[src];mix=[i]'><font color='red'>Not mixing</font></A> ")
|
||||
else
|
||||
dat += "nothing."
|
||||
dat += " \[<A href='?src=\ref[src];eject=[i]'>Eject</A>\]<br>"
|
||||
i++
|
||||
else
|
||||
dat += "There are no beakers inserted!<br><br>"
|
||||
|
||||
if(cartridge)
|
||||
if(cartridge.darts)
|
||||
dat += "The dart cartridge has [cartridge.darts] shots remaining."
|
||||
else
|
||||
dat += "<font color='red'>The dart cartridge is empty!</font>"
|
||||
dat += " \[<A href='?src=\ref[src];eject_cart=1'>Eject</A>\]"
|
||||
|
||||
user << browse(dat, "window=dartgun")
|
||||
onclose(user, "dartgun", src)
|
||||
|
||||
/obj/item/weapon/gun/dartgun/proc/check_beaker_mixing(var/obj/item/B)
|
||||
if(!mixing || !beakers)
|
||||
return 0
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == B)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/dartgun/Topic(href, href_list)
|
||||
src.add_fingerprint(usr)
|
||||
if(href_list["stop_mix"])
|
||||
var/index = text2num(href_list["stop_mix"])
|
||||
if(index <= beakers.len)
|
||||
for(var/obj/item/M in mixing)
|
||||
if(M == beakers[index])
|
||||
mixing -= M
|
||||
break
|
||||
else if (href_list["mix"])
|
||||
var/index = text2num(href_list["mix"])
|
||||
if(index <= beakers.len)
|
||||
mixing += beakers[index]
|
||||
else if (href_list["eject"])
|
||||
var/index = text2num(href_list["eject"])
|
||||
if(index <= beakers.len)
|
||||
if(beakers[index])
|
||||
var/obj/item/weapon/reagent_containers/glass/beaker/B = beakers[index]
|
||||
usr << "You remove [B] from [src]."
|
||||
mixing -= B
|
||||
beakers -= B
|
||||
B.loc = get_turf(src)
|
||||
else if (href_list["eject_cart"])
|
||||
remove_cartridge()
|
||||
src.updateUsrDialog()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/dartgun/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(cartridge)
|
||||
spawn(0) fire_dart(target,user)
|
||||
else
|
||||
usr << "\red [src] is empty."
|
||||
|
||||
|
||||
/obj/item/weapon/gun/dartgun/vox
|
||||
name = "alien dart gun"
|
||||
desc = "A small gas-powered dartgun, fitted for nonhuman hands."
|
||||
|
||||
/obj/item/weapon/gun/dartgun/vox/medical
|
||||
starting_chems = list("kelotane","bicaridine","anti_toxin")
|
||||
|
||||
/obj/item/weapon/gun/dartgun/vox/raider
|
||||
starting_chems = list("space_drugs","stoxin","impedrezene")
|
||||
@@ -1,63 +0,0 @@
|
||||
|
||||
|
||||
/obj/item/weapon/gun/grenadelauncher
|
||||
name = "grenade launcher"
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = 4.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 5.0
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 3
|
||||
matter = list("metal" = 2000)
|
||||
|
||||
examine(mob/user)
|
||||
if(..(user, 2))
|
||||
user << "\blue [grenades] / [max_grenades] Grenades."
|
||||
|
||||
attackby(obj/item/I as obj, mob/user as mob)
|
||||
|
||||
if((istype(I, /obj/item/weapon/grenade)))
|
||||
if(grenades.len < max_grenades)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
grenades += I
|
||||
user << "\blue You put the grenade in the grenade launcher."
|
||||
user << "\blue [grenades.len] / [max_grenades] Grenades."
|
||||
else
|
||||
usr << "\red The grenade launcher cannot hold more grenades."
|
||||
|
||||
afterattack(obj/target, mob/user , flag)
|
||||
|
||||
if (istype(target, /obj/item/weapon/storage/backpack ))
|
||||
return
|
||||
|
||||
else if (locate (/obj/structure/table, src.loc))
|
||||
return
|
||||
|
||||
else if(target == user)
|
||||
return
|
||||
|
||||
if(grenades.len)
|
||||
spawn(0) fire_grenade(target,user)
|
||||
else
|
||||
usr << "\red The grenade launcher is empty."
|
||||
|
||||
proc
|
||||
fire_grenade(atom/target, mob/user)
|
||||
for(var/mob/O in viewers(world.view, user))
|
||||
O.show_message(text("\red [] fired a grenade!", user), 1)
|
||||
user << "\red You fire the grenade launcher!"
|
||||
var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
|
||||
grenades -= F
|
||||
F.loc = user.loc
|
||||
F.throw_at(target, 30, 2, user)
|
||||
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
|
||||
log_game("[key_name_admin(user)] used a grenade ([src.name]).")
|
||||
F.active = 1
|
||||
F.icon_state = initial(icon_state) + "_active"
|
||||
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
spawn(15)
|
||||
F.prime()
|
||||
@@ -337,6 +337,7 @@
|
||||
icon = 'icons/obj/items.dmi'
|
||||
icon_state = "banana"
|
||||
item_state = "banana"
|
||||
slot_flags = SLOT_HOLSTER
|
||||
filling_color = "#FCF695"
|
||||
trash = /obj/item/weapon/bananapeel
|
||||
plantname = "banana"
|
||||
|
||||
@@ -18,6 +18,7 @@
|
||||
w_class = 1
|
||||
sharp = 1
|
||||
var/mode = SYRINGE_DRAW
|
||||
var/image/filling //holds a reference to the current filling overlay
|
||||
|
||||
on_reagent_change()
|
||||
update_icon()
|
||||
@@ -217,7 +218,7 @@
|
||||
item_state = "syringe_[rounded_vol]"
|
||||
|
||||
if(reagents.total_volume)
|
||||
var/image/filling = image('icons/obj/reagentfillings.dmi', src, "syringe10")
|
||||
filling = image('icons/obj/reagentfillings.dmi', src, "syringe10")
|
||||
|
||||
filling.icon_state = "syringe[rounded_vol]"
|
||||
|
||||
@@ -225,7 +226,7 @@
|
||||
overlays += filling
|
||||
|
||||
|
||||
/obj/item/weapon/reagent_containers/syringe/proc/syringestab(mob/living/carbon/target as mob, mob/living/carbon/user as mob)
|
||||
proc/syringestab(mob/living/carbon/target as mob, mob/living/carbon/user as mob)
|
||||
|
||||
user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [target.name] ([target.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
|
||||
target.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
|
||||
@@ -268,13 +269,19 @@
|
||||
src.reagents.reaction(target, INGEST)
|
||||
var/syringestab_amount_transferred = rand(0, (reagents.total_volume - 5)) //nerfed by popular demand
|
||||
src.reagents.trans_to(target, syringestab_amount_transferred)
|
||||
src.break_syringe(target, user)
|
||||
|
||||
proc/break_syringe(mob/living/carbon/target, mob/living/carbon/user)
|
||||
src.desc += " It is broken."
|
||||
src.mode = SYRINGE_BROKEN
|
||||
src.add_blood(target)
|
||||
src.add_fingerprint(usr)
|
||||
if(target)
|
||||
src.add_blood(target)
|
||||
if(user)
|
||||
src.add_fingerprint(user)
|
||||
src.update_icon()
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/reagent_containers/ld50_syringe
|
||||
name = "Lethal Injection Syringe"
|
||||
desc = "A syringe used for lethal injections."
|
||||
|
||||
@@ -1,137 +0,0 @@
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, designed to incapacitate unruly patients from a distance."
|
||||
icon = 'icons/obj/gun.dmi'
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = 3.0
|
||||
throw_speed = 2
|
||||
throw_range = 10
|
||||
force = 4.0
|
||||
var/list/syringes = new/list()
|
||||
var/max_syringes = 1
|
||||
matter = list("metal" = 2000)
|
||||
|
||||
/obj/item/weapon/gun/syringe/examine(mob/user)
|
||||
if(..(user, 2))
|
||||
user << "\blue [syringes.len] / [max_syringes] syringes."
|
||||
|
||||
/obj/item/weapon/gun/syringe/attackby(obj/item/I as obj, mob/user as mob)
|
||||
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = I
|
||||
if(S.mode != 2)//SYRINGE_BROKEN in syringes.dm
|
||||
if(syringes.len < max_syringes)
|
||||
user.drop_item()
|
||||
I.loc = src
|
||||
syringes += I
|
||||
user << "\blue You put the syringe in [src]."
|
||||
user << "\blue [syringes.len] / [max_syringes] syringes."
|
||||
else
|
||||
usr << "\red [src] cannot hold more syringes."
|
||||
else
|
||||
usr << "\red This syringe is broken!"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/syringe/afterattack(obj/target, mob/user , flag)
|
||||
if(!isturf(target.loc) || target == user) return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/syringe/can_fire()
|
||||
return syringes.len
|
||||
|
||||
/obj/item/weapon/gun/syringe/can_hit(var/mob/living/target as mob, var/mob/living/user as mob)
|
||||
return 1 //SHOOT AND LET THE GOD GUIDE IT (probably will hit a wall anyway)
|
||||
|
||||
/obj/item/weapon/gun/syringe/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)
|
||||
if(syringes.len)
|
||||
spawn(0) fire_syringe(target,user)
|
||||
else
|
||||
usr << "\red [src] is empty."
|
||||
|
||||
/obj/item/weapon/gun/syringe/proc/fire_syringe(atom/target, mob/user)
|
||||
if (locate (/obj/structure/table, src.loc))
|
||||
return
|
||||
else
|
||||
var/turf/trg = get_turf(target)
|
||||
var/obj/effect/syringe_gun_dummy/D = new/obj/effect/syringe_gun_dummy(get_turf(src))
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
|
||||
if((!S) || (!S.reagents)) //ho boy! wot runtimes!
|
||||
return
|
||||
S.reagents.trans_to(D, S.reagents.total_volume)
|
||||
syringes -= S
|
||||
del(S)
|
||||
D.icon_state = "syringeproj"
|
||||
D.name = "syringe"
|
||||
playsound(user.loc, 'sound/items/syringeproj.ogg', 50, 1)
|
||||
|
||||
for(var/i=0, i<6, i++)
|
||||
if(!D) break
|
||||
if(D.loc == trg) break
|
||||
step_towards(D,trg)
|
||||
|
||||
if(D)
|
||||
for(var/mob/living/carbon/M in D.loc)
|
||||
if(!istype(M,/mob/living/carbon)) continue
|
||||
if(M == user) continue
|
||||
//Syringe gun attack logging by Yvarov
|
||||
var/R
|
||||
if(D.reagents)
|
||||
for(var/datum/reagent/A in D.reagents.reagent_list)
|
||||
R += A.id + " ("
|
||||
R += num2text(A.volume) + "),"
|
||||
if (istype(M, /mob))
|
||||
M.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
|
||||
user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
|
||||
msg_admin_attack("[user] ([user.ckey]) shot [M] ([M.ckey]) with a syringegun ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
else
|
||||
M.attack_log += "\[[time_stamp()]\] <b>UNKNOWN SUBJECT (No longer exists)</b> shot <b>[M]/[M.ckey]</b> with a <b>syringegun</b> ([R])"
|
||||
msg_admin_attack("UNKNOWN shot [M] ([M.ckey]) with a <b>syringegun</b> ([R]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[user.x];Y=[user.y];Z=[user.z]'>JMP</a>)")
|
||||
|
||||
var/mob/living/T
|
||||
if(istype(M,/mob/living))
|
||||
T = M
|
||||
|
||||
M.visible_message("<span class='danger'>[M] is hit by the syringe!</span>")
|
||||
|
||||
if(T && istype(T) && T.can_inject())
|
||||
if(D.reagents)
|
||||
D.reagents.trans_to(M, 15)
|
||||
else
|
||||
M.visible_message("<span class='danger'>The syringe bounces off [M]!</span>")
|
||||
|
||||
del(D)
|
||||
break
|
||||
if(D)
|
||||
for(var/atom/A in D.loc)
|
||||
if(A == user) continue
|
||||
if(A.density) del(D)
|
||||
|
||||
sleep(1)
|
||||
|
||||
if (D) spawn(10) del(D)
|
||||
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to four syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 4
|
||||
|
||||
|
||||
/obj/effect/syringe_gun_dummy
|
||||
name = ""
|
||||
desc = ""
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "null"
|
||||
anchored = 1
|
||||
density = 0
|
||||
|
||||
New()
|
||||
var/datum/reagents/R = new/datum/reagents(15)
|
||||
reagents = R
|
||||
R.my_atom = src
|
||||
@@ -1312,7 +1312,7 @@ datum/design/item/weapon/rapidsyringe
|
||||
id = "rapidsyringe"
|
||||
req_tech = list("combat" = 3, "materials" = 3, "engineering" = 3, "biotech" = 2)
|
||||
materials = list("$metal" = 5000, "$glass" = 1000)
|
||||
build_path = /obj/item/weapon/gun/syringe/rapidsyringe
|
||||
build_path = /obj/item/weapon/gun/launcher/syringe/rapid
|
||||
/*
|
||||
datum/design/item/weapon/largecrossbow
|
||||
name = "Energy Crossbow"
|
||||
|
||||
@@ -367,7 +367,7 @@
|
||||
item_type = "gun"
|
||||
if(27)
|
||||
//revolver
|
||||
var/obj/item/weapon/gun/projectile/new_gun = new /obj/item/weapon/gun/projectile(src.loc)
|
||||
var/obj/item/weapon/gun/projectile/new_gun = new /obj/item/weapon/gun/projectile/revolver(src.loc)
|
||||
new_item = new_gun
|
||||
new_item.icon_state = "gun[rand(1,4)]"
|
||||
new_item.icon = 'icons/obj/xenoarchaeology.dmi'
|
||||
@@ -383,7 +383,7 @@
|
||||
if(num_bullets < new_gun.loaded.len)
|
||||
new_gun.loaded.Cut()
|
||||
for(var/i = 1, i <= num_bullets, i++)
|
||||
var/A = text2path(new_gun.ammo_type)
|
||||
var/A = new_gun.ammo_type
|
||||
new_gun.loaded += new A(new_gun)
|
||||
else
|
||||
for(var/obj/item/I in new_gun)
|
||||
|
||||
@@ -83,7 +83,7 @@
|
||||
#define FIRE_MAX_FIRESUIT_STACKS 20 // If the number of stacks goes above this firesuits won't protect you anymore. If not, you can walk around while on fire like a badass.
|
||||
|
||||
#define THROWFORCE_SPEED_DIVISOR 5 // The throwing speed value at which the throwforce multiplier is exactly 1.
|
||||
#define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a thrown object that will cause living mobs it hits to be knocked back.
|
||||
#define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a w_class 2 thrown object that will cause living mobs it hits to be knocked back. Heavier objects can cause knockback at lower speeds.
|
||||
#define THROWNOBJ_KNOCKBACK_DIVISOR 2 // Affects how much speed the mob is knocked back with.
|
||||
|
||||
#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.
|
||||
@@ -166,6 +166,7 @@
|
||||
#define SLOT_DENYPOCKET 4096 // This is to deny items with a w_class of 2 or 1 from fitting in pockets.
|
||||
#define SLOT_TWOEARS 8192
|
||||
#define SLOT_TIE 16384
|
||||
#define SLOT_HOLSTER 32768 //16th bit
|
||||
|
||||
// Flags bitmasks.
|
||||
#define STOPPRESSUREDAMAGE 1 // This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
|
||||
|
||||
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 4.5 KiB After Width: | Height: | Size: 14 KiB |
|
Before Width: | Height: | Size: 43 KiB After Width: | Height: | Size: 46 KiB |
|
Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 3.2 KiB After Width: | Height: | Size: 3.2 KiB |
@@ -341,6 +341,14 @@ macro "hotkeymode"
|
||||
name = "CTRL+H"
|
||||
command = "holster"
|
||||
is-disabled = false
|
||||
elem
|
||||
name = "J"
|
||||
command = "toggle-gun-mode"
|
||||
is-disabled = false
|
||||
elem
|
||||
name = "CTRL+J"
|
||||
command = "toggle-gun-mode"
|
||||
is-disabled = false
|
||||
elem
|
||||
name = "Q"
|
||||
command = ".northwest"
|
||||
|
||||
@@ -5586,7 +5586,7 @@
|
||||
"cdv" = (/turf/simulated/floor{icon_state = "bcarpet02"},/area/medical/psych)
|
||||
"cdw" = (/obj/machinery/alarm{dir = 8; icon_state = "alarm0"; pixel_x = 24},/turf/simulated/floor{icon_state = "bcarpet03"},/area/medical/psych)
|
||||
"cdx" = (/obj/machinery/alarm{dir = 4; icon_state = "alarm0"; pixel_x = -22},/obj/machinery/light/small{dir = 8},/obj/structure/cable/green{d1 = 1; d2 = 2; icon_state = "1-2"},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"cdy" = (/obj/structure/table,/obj/item/weapon/storage/box/cdeathalarm_kit,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"cdy" = (/obj/structure/table,/obj/item/weapon/storage/box/cdeathalarm_kit,/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/bodybag/cryobag{pixel_x = -3},/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"cdz" = (/obj/machinery/firealarm{dir = 1; pixel_y = -24},/obj/structure/closet/secure_closet/personal/patient,/turf/simulated/floor{dir = 10; icon_state = "whitered"},/area/medical/patient_c)
|
||||
"cdA" = (/obj/machinery/light,/obj/machinery/newscaster{pixel_y = -28},/obj/machinery/atmospherics/pipe/simple/hidden/scrubbers{dir = 5},/obj/machinery/hologram/holopad,/turf/simulated/floor{dir = 3; icon_state = "whitered"},/area/medical/patient_c)
|
||||
"cdB" = (/obj/structure/disposalpipe/segment{dir = 4},/obj/structure/cable/green{d1 = 4; d2 = 8; icon_state = "4-8"},/obj/structure/cable/green{d1 = 2; d2 = 8; icon_state = "2-8"},/obj/machinery/atmospherics/pipe/simple/hidden/supply{dir = 4},/obj/machinery/atmospherics/pipe/manifold/hidden/scrubbers{dir = 1},/turf/simulated/floor/carpet,/area/engineering/break_room)
|
||||
@@ -5795,7 +5795,7 @@
|
||||
"chw" = (/obj/structure/sign/biohazard,/turf/simulated/wall,/area/medical/virologyaccess)
|
||||
"chx" = (/obj/structure/disposaloutlet,/obj/structure/disposalpipe/trunk{dir = 1},/turf/simulated/floor/plating/airless,/area/medical/virology)
|
||||
"chy" = (/obj/structure/bedsheetbin,/obj/structure/table,/obj/machinery/power/apc{dir = 8; name = "west bump"; pixel_x = -24},/obj/structure/cable/green,/obj/machinery/atmospherics/unary/vent_scrubber/on{dir = 1},/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"chz" = (/obj/structure/table,/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/bodybag/cryobag{pixel_x = -3},/obj/item/weapon/gun/syringe,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"chz" = (/obj/structure/table,/obj/item/weapon/gun/launcher/syringe,/obj/item/weapon/storage/box/syringegun,/turf/simulated/floor{icon_state = "dark"},/area/medical/biostorage)
|
||||
"chA" = (/obj/effect/decal/cleanable/dirt,/turf/simulated/floor/plating,/area/maintenance/research_port)
|
||||
"chB" = (/turf/simulated/floor/plating,/area/maintenance/research_port)
|
||||
"chC" = (/obj/machinery/door/airlock/medical{autoclose = 0; icon_state = "door_open"; id_tag = "cubicle1"; name = "Cubicle 1"},/turf/simulated/floor{icon_state = "freezerfloor"},/area/medical/patient_wing)
|
||||
|
||||
@@ -705,7 +705,7 @@
|
||||
"nC" = (/obj/structure/closet/secure_closet/freezer/kitchen{req_access = null; req_access_txt = "150"},/turf/unsimulated/floor{icon_state = "white"},/area/syndicate_mothership)
|
||||
"nD" = (/obj/structure/table/reinforced,/obj/item/weapon/tray{pixel_y = 5},/turf/unsimulated/floor{icon_state = "white"},/area/syndicate_mothership)
|
||||
"nE" = (/obj/structure/table/reinforced,/obj/item/weapon/reagent_containers/food/drinks/bottle/vodka{pixel_x = 3; pixel_y = 12},/obj/item/weapon/reagent_containers/food/drinks/bottle/wine{pixel_x = -1; pixel_y = 8},/turf/unsimulated/floor{icon_state = "white"},/area/syndicate_mothership)
|
||||
"nF" = (/obj/structure/table/rack,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/turf/simulated/shuttle/floor{icon_state = "floor6"},/area/syndicate_station/start)
|
||||
"nF" = (/obj/structure/table/rack,/obj/item/weapon/storage/belt/security,/obj/item/weapon/storage/belt/security,/obj/item/ammo_magazine/mc9mm/flash,/obj/item/weapon/gun/projectile/pistol/flash,/turf/simulated/shuttle/floor{icon_state = "floor6"},/area/syndicate_station/start)
|
||||
"nG" = (/obj/structure/table/rack,/obj/item/clothing/shoes/magboots,/obj/item/clothing/suit/space/syndicate/black/red,/obj/item/clothing/mask/breath,/obj/item/clothing/head/helmet/space/syndicate/black/red,/turf/unsimulated/floor{icon_state = "dark"},/area/syndicate_mothership)
|
||||
"nH" = (/turf/simulated/shuttle/wall{icon_state = "wall3"},/area/syndicate_station/start)
|
||||
"nI" = (/obj/structure/table,/obj/machinery/recharger,/turf/simulated/shuttle/floor{icon_state = "floor6"},/area/syndicate_station/start)
|
||||
@@ -1046,7 +1046,7 @@
|
||||
"uf" = (/turf/unsimulated/floor{icon_state = "floor"},/area/centcom/control)
|
||||
"ug" = (/turf/unsimulated/wall,/area/centcom/test)
|
||||
"uh" = (/turf/unsimulated/floor{icon_state = "vault"; dir = 8},/area/centcom/specops)
|
||||
"ui" = (/obj/structure/table/rack,/obj/item/weapon/gun/grenadelauncher,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/centcom)
|
||||
"ui" = (/obj/structure/table/rack,/obj/item/weapon/gun/launcher/grenade,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/centcom)
|
||||
"uj" = (/obj/structure/table/rack,/obj/item/clothing/shoes/magboots,/obj/item/clothing/shoes/magboots,/obj/item/clothing/shoes/magboots,/obj/item/clothing/shoes/magboots,/obj/item/clothing/accessory/storage/black_vest,/obj/item/clothing/accessory/storage/black_vest,/obj/item/clothing/accessory/storage/black_vest,/obj/item/clothing/accessory/storage/black_vest,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/centcom)
|
||||
"uk" = (/obj/structure/table/rack,/obj/item/clothing/suit/armor/vest/ert/security,/obj/item/clothing/suit/armor/vest/ert/security,/obj/item/clothing/suit/armor/vest/ert/security,/obj/item/clothing/suit/armor/vest/ert/security,/obj/item/clothing/head/helmet/ert/security,/obj/item/clothing/head/helmet/ert/security,/obj/item/clothing/head/helmet/ert/security,/obj/item/clothing/head/helmet/ert/security,/obj/item/weapon/storage/backpack/ert/security,/obj/item/weapon/storage/backpack/ert/security,/obj/item/weapon/storage/backpack/ert/security,/obj/item/weapon/storage/backpack/ert/security,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/centcom/specops)
|
||||
"ul" = (/obj/structure/table/rack,/obj/item/weapon/rig/ert/security,/obj/item/clothing/accessory/storage/black_vest,/obj/item/weapon/rig/ert/security,/obj/item/clothing/accessory/storage/black_vest,/turf/unsimulated/floor{icon_state = "vault"; dir = 1},/area/centcom)
|
||||
@@ -1912,7 +1912,7 @@
|
||||
"KN" = (/obj/machinery/atmospherics/pipe/tank/nitrogen{dir = 1; initialize_directions = 1; start_pressure = 493.6},/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KO" = (/obj/machinery/portable_atmospherics/canister/phoron,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KP" = (/obj/machinery/portable_atmospherics/canister/nitrogen,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KQ" = (/obj/structure/table/rack,/obj/item/weapon/gun/dartgun/vox/raider,/obj/item/weapon/gun/dartgun/vox/medical,/obj/item/weapon/dart_cartridge,/obj/item/weapon/dart_cartridge,/obj/item/weapon/dart_cartridge,/obj/item/weapon/dart_cartridge,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KQ" = (/obj/structure/table/rack,/obj/item/weapon/gun/projectile/dartgun/vox/raider,/obj/item/weapon/gun/projectile/dartgun/vox/medical,/obj/item/ammo_magazine/chemdart,/obj/item/ammo_magazine/chemdart,/obj/item/ammo_magazine/chemdart,/obj/item/ammo_magazine/chemdart,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KR" = (/obj/structure/table/rack,/obj/item/clothing/accessory/storage/black_vest,/obj/item/clothing/suit/space/vox/medic,/obj/item/clothing/head/helmet/space/vox/medic,/obj/item/clothing/mask/breath,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KS" = (/obj/structure/table/rack,/obj/item/weapon/gun/launcher/pneumatic,/obj/item/weapon/harpoon,/obj/item/weapon/harpoon,/obj/item/weapon/harpoon,/obj/item/weapon/harpoon,/obj/item/weapon/tank/nitrogen,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
"KT" = (/obj/structure/table/rack,/obj/item/clothing/accessory/storage/black_vest,/obj/item/clothing/suit/space/vox/pressure,/obj/item/clothing/head/helmet/space/vox/pressure,/obj/item/clothing/mask/breath,/turf/simulated/shuttle/floor4/vox,/area/shuttle/vox/station)
|
||||
|
||||