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https://github.com/CHOMPStation2/CHOMPStation2.git
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* Adds Collapsible AM rifle, and adds case with parts and 5 shots to Uplink. Separates it and intended merc version, both costing default telecrystal amount. Does NOT make them antagonist type specific. * Addresses review. * Makes rifle case traitor/merc specific. Enables ability to have specific uplink items be available only for specific antags.
177 lines
4.9 KiB
Plaintext
177 lines
4.9 KiB
Plaintext
////////////// PTR-7 Anti-Materiel Rifle //////////////
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/obj/item/weapon/gun/projectile/heavysniper/collapsible
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/obj/item/weapon/gun/projectile/heavysniper/collapsible/verb/take_down()
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set category = "Object"
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set name = "Disassemble Rifle"
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var/mob/living/carbon/human/user = usr
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if(user.stat)
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return
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if(chambered)
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to_chat(user, "<span class='warning'>You need to empty the rifle to break it down.</span>")
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else
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collapse_rifle(user)
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/obj/item/weapon/gun/projectile/heavysniper/proc/collapse_rifle(mob/user)
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to_chat(user, "<span class='warning'>You begin removing \the [src]'s barrel.</span>")
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if(do_after(user, 40))
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if(user.unEquip(src, force=1))
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to_chat(user, "<span class='warning'>You remove \the [src]'s barrel.</span>")
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qdel(src)
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var/obj/item/barrel = new /obj/item/sniper_rifle_part/barrel(user)
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var/obj/item/sniper_rifle_part/assembly = new /obj/item/sniper_rifle_part/trigger_group(user)
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var/obj/item/sniper_rifle_part/stock/stock = new(assembly)
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assembly.stock = stock
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assembly.part_count = 2
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assembly.update_build()
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user.put_in_any_hand_if_possible(assembly) || assembly.dropInto(user.loc)
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user.put_in_any_hand_if_possible(barrel) || barrel.dropInto(user.loc)
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/obj/item/sniper_rifle_part
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name = "AM rifle part"
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desc = "A part of an antimateriel rifle."
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w_class = ITEMSIZE_NORMAL
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icon = 'icons/obj/gun.dmi'
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var/obj/item/sniper_rifle_part/barrel = null
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var/obj/item/sniper_rifle_part/stock = null
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var/obj/item/sniper_rifle_part/trigger_group = null
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var/part_count = 1
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/obj/item/sniper_rifle_part/barrel
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name = "AM rifle barrel"
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icon_state = "heavysniper-barrel"
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/obj/item/sniper_rifle_part/barrel/New()
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..()
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barrel = src
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/obj/item/sniper_rifle_part/stock
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name = "AM rifle stock"
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icon_state = "heavysniper-stock"
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/obj/item/sniper_rifle_part/stock/New()
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..()
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stock = src
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/obj/item/sniper_rifle_part/trigger_group
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name = "AM rifle trigger assembly"
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icon_state = "heavysniper-trig"
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/obj/item/sniper_rifle_part/trigger_group/New()
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..()
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trigger_group = src
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/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
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if(part_count == 1)
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to_chat(user, "<span class='warning'>You can't disassemble this further!</span>")
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return
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to_chat(user, "<span class='notice'>You start disassembling \the [src].</span>")
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if(!do_after(user, 40))
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return
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to_chat(user, "<span class='notice'>You disassemble \the [src].</span>")
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for(var/obj/item/sniper_rifle_part/P in list(barrel, stock, trigger_group))
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if(P.barrel != P)
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P.barrel = null
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if(P.stock != P)
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P.stock = null
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if(P.trigger_group != P)
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P.trigger_group = null
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if(P != src)
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user.put_in_any_hand_if_possible(P) || P.dropInto(loc)
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P.part_count = 1
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update_build()
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/obj/item/sniper_rifle_part/attackby(var/obj/item/sniper_rifle_part/A as obj, mob/user as mob)
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to_chat(user, "<span class='notice'>You begin adding \the [A] to \the [src].</span>")
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if(!do_after(user, 30))
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return
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if(istype(A, /obj/item/sniper_rifle_part/trigger_group))
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if(A.part_count > 1 && src.part_count > 1)
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to_chat(user, "<span class='warning'>Disassemble one of these parts first!</span>")
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return
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if(!trigger_group)
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if(user.unEquip(A, force=1))
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trigger_group = A
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else
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to_chat(user, "<span class='warning'>There's already a trigger group!</span>")
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return
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else if(istype(A, /obj/item/sniper_rifle_part/barrel))
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if(!barrel)
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if(user.unEquip(A, force=1))
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barrel = A
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else
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to_chat(user, "<span class='warning'>There's already a barrel!</span>")
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return
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else if(istype(A, /obj/item/sniper_rifle_part/stock))
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if(!stock)
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if(user.unEquip(A, force=1))
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stock = A
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else
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to_chat(user, "<span class='warning'>There's already a stock!</span>")
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return
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A.forceMove(src)
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to_chat(user, "<span class='notice'>You install \the [A].</span>")
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if(A.barrel && !src.barrel)
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src.barrel = A.barrel
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if(A.stock && !src.stock)
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src.stock = A.stock
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if(A.trigger_group && !src.trigger_group)
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src.trigger_group = A.trigger_group
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part_count = A.part_count + src.part_count
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update_build(user)
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/obj/item/sniper_rifle_part/proc/update_build()
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switch(part_count)
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if(1)
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name = initial(name)
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w_class = ITEMSIZE_NORMAL
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icon_state = initial(icon_state)
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if(2)
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if(barrel && trigger_group)
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name = "AM rifle barrel-trigger assembly"
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icon_state = "heavysniper-trigbar"
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else if(stock && trigger_group)
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name = "AM rifle stock-trigger assembly"
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icon_state = "heavysniper-trigstock"
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else if(stock && barrel)
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name = "AM rifle stock-barrel assembly"
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icon_state = "heavysniper-barstock"
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w_class = ITEMSIZE_LARGE
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if(3)
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var/obj/item/weapon/gun/projectile/heavysniper/collapsible/gun = new (get_turf(src), 0)
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if(usr && istype(usr, /mob/living/carbon/human))
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var/mob/living/carbon/human/user = usr
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user.unEquip(src, force=1)
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user.put_in_any_hand_if_possible(gun) || gun.dropInto(loc)
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qdel(src)
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/obj/item/weapon/gun/projectile/heavysniper/update_icon()
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if(bolt_open)
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icon_state = "heavysniper-open"
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else
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icon_state = "heavysniper"
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