/obj/item/weapon/gun/projectile/detective
desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
name = "revolver"
icon_state = "detective"
max_shells = 6
caliber = "38"
origin_tech = "combat=2;materials=2"
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 << "[src] blows up in your face."
M.take_organ_damage(0,20)
M.drop_item()
del(src)
return 0
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 << "You don't feel cool enough to name this gun, chump."
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 << "You begin to reinforce the barrel of [src]."
if(loaded.len)
afterattack(user, user) //you know the drill
playsound(user, fire_sound, 50, 1)
user.visible_message("[src] goes off!", "[src] goes off in your face!")
return
if(do_after(user, 30))
if(loaded.len)
user << "You can't modify it!"
return
caliber = "357"
desc = "The barrel and chamber assembly seems to have been modified."
user << "You reinforce the barrel of [src]! Now it will fire .357 rounds."
else if (caliber == "357")
user << "You begin to revert the modifications to [src]."
if(loaded.len)
afterattack(user, user) //and again
playsound(user, fire_sound, 50, 1)
user.visible_message("[src] goes off!", "[src] goes off in your face!")
return
if(do_after(user, 30))
if(loaded.len)
user << "You can't modify it!"
return
caliber = "38"
desc = initial(desc)
user << "You remove the modifications on [src]! Now it will fire .38 rounds."
/obj/item/weapon/gun/projectile/detective/semiauto
desc = "A cheap Martian knock-off of a Colt M1911. Uses less-than-lethal .45 rounds."
name = "\improper Colt M1911"
icon_state = "colt"
max_shells = 7
caliber = ".45"
ammo_type = "/obj/item/ammo_casing/c45r"
load_method = 2
/obj/item/weapon/gun/projectile/detective/semiauto/New()
..()
empty_mag = new /obj/item/ammo_magazine/c45r/empty(src)
return
/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 << "The Magazine falls out and clatters on the floor!"
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 = "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 == 2) && 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("[user] loads a single bullet into the revolver and spins the chamber.", "You load a single bullet into the chamber and spin it.")
else
user.visible_message("[user] spins the chamber of the revolver.", "You spin the revolver's chamber.")
if(getAmmo() > 0)
Spin()
update_icon()
return
/obj/item/weapon/gun/projectile/russian/attack_self(mob/user as mob)
user.visible_message("[user] spins the chamber of the revolver.", "You spin the revolver's chamber.")
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("[user.name] fires [src] at \his head!", "You fire [src] at your head!", "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
..()