/obj/item/weapon/gun/projectile/shotgun/pump name = "shotgun" desc = "Useful for sweeping alleys." icon_state = "shotgun" item_state = "shotgun" max_shells = 4 w_class = 4.0 force = 10 flags = CONDUCT slot_flags = SLOT_BACK caliber = "shotgun" origin_tech = "combat=4;materials=2" load_method = SINGLE_CASING ammo_type = /obj/item/ammo_casing/shotgun/beanbag handle_casings = HOLD_CASINGS var/recentpump = 0 // to prevent spammage /obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile() if(chambered) return chambered.BB return null /obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob) if(world.time >= recentpump + 10) pump(user) recentpump = world.time /obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob) playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1) 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. chambered = AC update_icon() /obj/item/weapon/gun/projectile/shotgun/pump/combat name = "combat shotgun" icon_state = "cshotgun" origin_tech = "combat=5;materials=2" max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8. ammo_type = /obj/item/ammo_casing/shotgun /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 force = 10 flags = CONDUCT slot_flags = SLOT_BACK caliber = "shotgun" origin_tech = "combat=3;materials=1" ammo_type = /obj/item/ammo_casing/shotgun/beanbag /obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare name = "signal shotgun" desc = "A double-barreled shotgun meant to fire signal flash shells." ammo_type = /obj/item/ammo_casing/shotgun/flash //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 << "You begin to shorten the barrel of \the [src]." 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("The shotgun goes off!", "The shotgun goes off in your face!") 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 << "You shorten the barrel of \the [src]!" else ..()