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CHOMPStation2/code/modules/projectiles/guns/projectile/sniper/collapsible_sniper.dm
LorenLuke 31e90bfeed Adds Collapsible AM rifle. Createes new uplink entry (#3644)
* 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.
2017-07-28 16:06:20 -05:00

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////////////// PTR-7 Anti-Materiel Rifle //////////////
/obj/item/weapon/gun/projectile/heavysniper/collapsible
/obj/item/weapon/gun/projectile/heavysniper/collapsible/verb/take_down()
set category = "Object"
set name = "Disassemble Rifle"
var/mob/living/carbon/human/user = usr
if(user.stat)
return
if(chambered)
to_chat(user, "<span class='warning'>You need to empty the rifle to break it down.</span>")
else
collapse_rifle(user)
/obj/item/weapon/gun/projectile/heavysniper/proc/collapse_rifle(mob/user)
to_chat(user, "<span class='warning'>You begin removing \the [src]'s barrel.</span>")
if(do_after(user, 40))
if(user.unEquip(src, force=1))
to_chat(user, "<span class='warning'>You remove \the [src]'s barrel.</span>")
qdel(src)
var/obj/item/barrel = new /obj/item/sniper_rifle_part/barrel(user)
var/obj/item/sniper_rifle_part/assembly = new /obj/item/sniper_rifle_part/trigger_group(user)
var/obj/item/sniper_rifle_part/stock/stock = new(assembly)
assembly.stock = stock
assembly.part_count = 2
assembly.update_build()
user.put_in_any_hand_if_possible(assembly) || assembly.dropInto(user.loc)
user.put_in_any_hand_if_possible(barrel) || barrel.dropInto(user.loc)
/obj/item/sniper_rifle_part
name = "AM rifle part"
desc = "A part of an antimateriel rifle."
w_class = ITEMSIZE_NORMAL
icon = 'icons/obj/gun.dmi'
var/obj/item/sniper_rifle_part/barrel = null
var/obj/item/sniper_rifle_part/stock = null
var/obj/item/sniper_rifle_part/trigger_group = null
var/part_count = 1
/obj/item/sniper_rifle_part/barrel
name = "AM rifle barrel"
icon_state = "heavysniper-barrel"
/obj/item/sniper_rifle_part/barrel/New()
..()
barrel = src
/obj/item/sniper_rifle_part/stock
name = "AM rifle stock"
icon_state = "heavysniper-stock"
/obj/item/sniper_rifle_part/stock/New()
..()
stock = src
/obj/item/sniper_rifle_part/trigger_group
name = "AM rifle trigger assembly"
icon_state = "heavysniper-trig"
/obj/item/sniper_rifle_part/trigger_group/New()
..()
trigger_group = src
/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
if(part_count == 1)
to_chat(user, "<span class='warning'>You can't disassemble this further!</span>")
return
to_chat(user, "<span class='notice'>You start disassembling \the [src].</span>")
if(!do_after(user, 40))
return
to_chat(user, "<span class='notice'>You disassemble \the [src].</span>")
for(var/obj/item/sniper_rifle_part/P in list(barrel, stock, trigger_group))
if(P.barrel != P)
P.barrel = null
if(P.stock != P)
P.stock = null
if(P.trigger_group != P)
P.trigger_group = null
if(P != src)
user.put_in_any_hand_if_possible(P) || P.dropInto(loc)
P.part_count = 1
update_build()
/obj/item/sniper_rifle_part/attackby(var/obj/item/sniper_rifle_part/A as obj, mob/user as mob)
to_chat(user, "<span class='notice'>You begin adding \the [A] to \the [src].</span>")
if(!do_after(user, 30))
return
if(istype(A, /obj/item/sniper_rifle_part/trigger_group))
if(A.part_count > 1 && src.part_count > 1)
to_chat(user, "<span class='warning'>Disassemble one of these parts first!</span>")
return
if(!trigger_group)
if(user.unEquip(A, force=1))
trigger_group = A
else
to_chat(user, "<span class='warning'>There's already a trigger group!</span>")
return
else if(istype(A, /obj/item/sniper_rifle_part/barrel))
if(!barrel)
if(user.unEquip(A, force=1))
barrel = A
else
to_chat(user, "<span class='warning'>There's already a barrel!</span>")
return
else if(istype(A, /obj/item/sniper_rifle_part/stock))
if(!stock)
if(user.unEquip(A, force=1))
stock = A
else
to_chat(user, "<span class='warning'>There's already a stock!</span>")
return
A.forceMove(src)
to_chat(user, "<span class='notice'>You install \the [A].</span>")
if(A.barrel && !src.barrel)
src.barrel = A.barrel
if(A.stock && !src.stock)
src.stock = A.stock
if(A.trigger_group && !src.trigger_group)
src.trigger_group = A.trigger_group
part_count = A.part_count + src.part_count
update_build(user)
/obj/item/sniper_rifle_part/proc/update_build()
switch(part_count)
if(1)
name = initial(name)
w_class = ITEMSIZE_NORMAL
icon_state = initial(icon_state)
if(2)
if(barrel && trigger_group)
name = "AM rifle barrel-trigger assembly"
icon_state = "heavysniper-trigbar"
else if(stock && trigger_group)
name = "AM rifle stock-trigger assembly"
icon_state = "heavysniper-trigstock"
else if(stock && barrel)
name = "AM rifle stock-barrel assembly"
icon_state = "heavysniper-barstock"
w_class = ITEMSIZE_LARGE
if(3)
var/obj/item/weapon/gun/projectile/heavysniper/collapsible/gun = new (get_turf(src), 0)
if(usr && istype(usr, /mob/living/carbon/human))
var/mob/living/carbon/human/user = usr
user.unEquip(src, force=1)
user.put_in_any_hand_if_possible(gun) || gun.dropInto(loc)
qdel(src)
/obj/item/weapon/gun/projectile/heavysniper/update_icon()
if(bolt_open)
icon_state = "heavysniper-open"
else
icon_state = "heavysniper"