Files
CHOMPStation2/code/modules/projectiles/guns/launcher/grenade_launcher.dm

122 lines
4.3 KiB
Plaintext

/obj/item/weapon/gun/launcher/grenade
name = "grenade launcher"
desc = "A bulky pump-action grenade launcher. Holds up to 6 grenades in a revolving magazine."
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 = 5 //holds this + one in the chamber
matter = list(DEFAULT_WALL_MATERIAL = 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/proc/load(obj/item/weapon/grenade/G, mob/user)
if(G.loadable)
if(grenades.len >= max_grenades)
user << "<span class='warning'>[src] is full.</span>"
return
user.remove_from_mob(G)
G.loc = src
grenades.Insert(1, G) //add to the head of the list, so that it is loaded on the next pump
user.visible_message("[user] inserts \a [G] into [src].", "<span class='notice'>You insert \a [G] into [src].</span>")
return
user << "<span class='warning'>[G] doesn't seem to fit in the [src]!</span>"
/obj/item/weapon/gun/launcher/grenade/proc/unload(mob/user)
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>"
/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)))
load(I, user)
else
..()
/obj/item/weapon/gun/launcher/grenade/attack_hand(mob/user)
if(user.get_inactive_hand() == src)
unload(user)
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
//Underslung grenade launcher to be used with the Z8
/obj/item/weapon/gun/launcher/grenade/underslung
name = "underslung grenade launcher"
desc = "Not much more than a tube and a firing mechanism, this grenade launcher is designed to be fitted to a rifle."
w_class = 3
force = 5
max_grenades = 0
/obj/item/weapon/gun/launcher/grenade/underslung/attack_self()
return
//load and unload directly into chambered
/obj/item/weapon/gun/launcher/grenade/underslung/load(obj/item/weapon/grenade/G, mob/user)
if(G.loadable)
if(chambered)
user << "<span class='warning'>[src] is already loaded.</span>"
return
user.remove_from_mob(G)
G.loc = src
chambered = G
user.visible_message("[user] load \a [G] into [src].", "<span class='notice'>You load \a [G] into [src].</span>")
return
user << "<span class='warning'>[G] doesn't seem to fit in the [src]!</span>"
/obj/item/weapon/gun/launcher/grenade/underslung/unload(mob/user)
if(chambered)
user.put_in_hands(chambered)
user.visible_message("[user] removes \a [chambered] from [src].", "<span class='notice'>You remove \a [chambered] from [src].</span>")
chambered = null
else
user << "<span class='warning'>[src] is empty.</span>"