Files
CHOMPStation2/code/modules/projectiles/guns/projectile.dm
SkyMarshal 0d8c7d5e51 Reworked the gun system to handle hostage scenarios better.
Ported and adjusted with permission from Lost Worlds.
2012-03-01 19:20:39 -07:00

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/obj/item/weapon/gun/projectile
desc = "A classic revolver. Uses 357 ammo"
name = "\improper 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"
list/loaded = list()
max_shells = 7
load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
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(!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.
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 << text("\blue You load [] shell\s into the gun!", num_loaded)
A.update_icon()
update_icon()
return
update_icon()
desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len)
return