Files
CHOMPStation2/code/modules/projectiles/guns/projectile.dm
baloh.matevz@gmail.com 18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00

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2.1 KiB
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/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "revolver"
icon_state = "revolver"
caliber = "357"
origin_tech = "combat=2;materials=2"
w_class = 3.0
m_amt = 1000
var/ammo_type = "/obj/item/ammo_casing/a357"
var/list/loaded = list()
var/max_shells = 7
var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
var/obj/item/ammo_magazine/empty_mag = null
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.loc = get_turf(src) //Eject casing onto ground.
AC.desc += " This one is spent." //descriptions are magic
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
return 0
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 == 2) && loaded.len) return
var/obj/item/ammo_magazine/AM = A
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 == 2)
user.remove_from_mob(AM)
empty_mag = AM
empty_mag.loc = src
if(istype(A, /obj/item/ammo_casing) && !load_method)
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
examine()
..()
usr << "Has [loaded.len] round\s remaining."
// if(in_chamber && !loaded.len)
// usr << "However, it has a chambered round."
// if(in_chamber && loaded.len)
// usr << "It also has a chambered round." {R}
return