Files
CHOMPStation2/code/modules/projectiles/guns/projectile/shotgun.dm
Andromeda-K22 760dce00fa Shotgun additions and minor tweaks (#3554)
* 24-round shotgun mag fixes + making it relevant.

Adds the AS-24 Shotgun to the traitor uplink for 100 TCs, also makes automatic shotgun magazines costs the appropriate amount (13,000 metal up from 2200)

* Magazine variety.

Nothing really new here. Beanbag / pellet mags for the admin-only AS-24.

* shotgun 6-shell clips, autolathe and shotgun tweaks.

+6-shell quickloader clips for shotguns, with proper metal costs for slugs, beanbags and buckshot.

+minor tweak to shotguns to allow the quickloaders to work in a non-silly way (load_method = SINGLE_CASING|SPEEDLOADER) since there are literally no other shotgun speedloaders this probably shouldn't be an issue (as it's ever so slightly quicker than loading with a box)

+added sprites for quickloading clips.

* Requested changes.

-6 round shotgun clip sprites
+4 round shotgun clip sprites
-/+ adjusted shotgun clips to 4 rounds

* cherrypicking

* fixes

did a bad

* literally a number
2017-07-07 15:12:32 -05:00

122 lines
4.5 KiB
Plaintext

/obj/item/weapon/gun/projectile/shotgun/pump
name = "shotgun"
desc = "The mass-produced W-T Remmington 29x shotgun is a favourite of police and security forces on many worlds. Useful for sweeping alleys."
icon_state = "shotgun"
item_state = "shotgun"
max_shells = 4
w_class = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
load_method = SINGLE_CASING|SPEEDLOADER
ammo_type = /obj/item/ammo_casing/a12g/beanbag
handle_casings = HOLD_CASINGS
fire_sound = 'sound/weapons/shotgun.ogg'
var/recentpump = 0 // to prevent spammage
var/action_sound = 'sound/weapons/shotgunpump.ogg'
/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, action_sound, 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"
desc = "Built for close quarters combat, the Hesphaistos Industries KS-40 is widely regarded as a weapon of choice for repelling boarders."
icon_state = "cshotgun"
item_state = "cshotgun"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 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/a12g
load_method = SINGLE_CASING|SPEEDLOADER
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "dshotgun"
//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 = ITEMSIZE_LARGE
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
caliber = "12g"
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
ammo_type = /obj/item/ammo_casing/a12g/beanbag
burst_delay = 0
firemodes = list(
list(mode_name="fire one barrel at a time", burst=1),
list(mode_name="fire both barrels at once", burst=2),
)
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet
ammo_type = /obj/item/ammo_casing/a12g/pellet
/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/a12g/flash
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/unload_ammo(user, allow_dump)
..(user, allow_dump=1)
//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/surgical/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)
var/burstsetting = burst
burst = 2
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
Fire_userless(user)
burst = burstsetting
return
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
w_class = ITEMSIZE_NORMAL
force = 5
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
..()
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn
name = "sawn-off shotgun"
desc = "Omar's coming!"
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
slot_flags = SLOT_BELT|SLOT_HOLSTER
ammo_type = /obj/item/ammo_casing/a12g/pellet
w_class = ITEMSIZE_NORMAL
force = 5