Files
CHOMPStation2/code/modules/projectiles/guns/magnetic/magnetic_railgun.dm
Anewbe 534a588a6a Gun changes (#4185)
* Various background gun changes

* Forgot to include the sounds, woops

* Fixes some more gun stuff

* Makes the cham gun work again
2018-02-12 23:12:14 -08:00

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/obj/item/weapon/gun/magnetic/railgun
name = "railgun"
desc = "The Mars Military Industries MI-76 Thunderclap. A man-portable mass driver for squad support anti-armour and destruction of fortifications and emplacements."
gun_unreliable = 0
icon_state = "railgun"
removable_components = FALSE
load_type = /obj/item/weapon/rcd_ammo
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 4, TECH_MAGNET = 4)
projectile_type = /obj/item/projectile/bullet/magnetic/slug
power_cost = 300
w_class = ITEMSIZE_HUGE
slot_flags = SLOT_BELT
loaded = /obj/item/weapon/rcd_ammo/large
slowdown = 1 // Slowdown equals slowdown_worn, until we decide to import the system to differentiate between held and worn items
fire_delay = 1
var/initial_cell_type = /obj/item/weapon/cell/hyper
var/initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/adv
var/slowdown_held = 2
var/slowdown_worn = 1
var/empty_sound = 'sound/machines/twobeep.ogg'
/obj/item/weapon/gun/magnetic/railgun/New()
capacitor = new initial_capacitor_type(src)
capacitor.charge = capacitor.max_charge
cell = new initial_cell_type(src)
if (ispath(loaded))
loaded = new loaded
. = ..()
// Not going to check type repeatedly, if you code or varedit
// load_type and get runtime errors, don't come crying to me.
/obj/item/weapon/gun/magnetic/railgun/show_ammo(var/mob/user)
var/obj/item/weapon/rcd_ammo/ammo = loaded
if (ammo)
to_chat(user, "<span class='notice'>There are [ammo.remaining] shot\s remaining in \the [loaded].</span>")
else
to_chat(user, "<span class='notice'>There is nothing loaded.</span>")
/obj/item/weapon/gun/magnetic/railgun/check_ammo()
var/obj/item/weapon/rcd_ammo/ammo = loaded
return ammo && ammo.remaining
/obj/item/weapon/gun/magnetic/railgun/use_ammo()
var/obj/item/weapon/rcd_ammo/ammo = loaded
ammo.remaining--
if(ammo.remaining <= 0)
out_of_ammo()
/obj/item/weapon/gun/magnetic/railgun/proc/out_of_ammo()
loaded.forceMove(get_turf(src))
loaded = null
visible_message("<span class='warning'>\The [src] beeps and ejects its empty cartridge.</span>","<span class='warning'>There's a beeping sound!</span>")
playsound(get_turf(src), empty_sound, 40, 1)
/obj/item/weapon/gun/magnetic/railgun/automatic // Adminspawn only, this shit is absurd.
name = "\improper RHR accelerator"
desc = "The Mars Military Industries MI-227 Meteor. Originally a vehicle-mounted turret weapon for heavy anti-vehicular and anti-structural fire, the fact that it was made man-portable is mindboggling in itself."
icon_state = "heavy_railgun"
initial_cell_type = /obj/item/weapon/cell/infinite
initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/super
fire_delay = 0
slowdown = 2
slowdown_held = 3
slowdown_worn = 2
slot_flags = SLOT_BACK
w_class = ITEMSIZE_NO_CONTAINER
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=15, burst_accuracy=null, dispersion=null),
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=30, burst_accuracy=list(0,-15,-15), dispersion=list(0.0, 0.6, 1.0)),
list(mode_name="long bursts", burst=6, fire_delay=null, move_delay=10, one_handed_penalty=30, burst_accuracy=list(0,-15,-15,-15,-30), dispersion=list(0.6, 0.6, 1.0, 1.0, 1.2)),
)
/obj/item/weapon/gun/magnetic/railgun/automatic/examine(var/mob/user)
. = ..(user,1)
if(.)
to_chat(user, "<span class='notice'>Someone has scratched <i>Ultima Ratio Regum</i> onto the side of the barrel.</span>")
/obj/item/weapon/gun/magnetic/railgun/flechette
name = "flechette gun"
desc = "The MI-12 Skadi is a burst fire capable railgun that fires flechette rounds at high velocity. Deadly against armour, but much less effective against soft targets."
icon_state = "flechette_gun"
item_state = "z8carbine"
initial_cell_type = /obj/item/weapon/cell/hyper
initial_capacitor_type = /obj/item/weapon/stock_parts/capacitor/adv
fire_delay = 0
slot_flags = SLOT_BACK
slowdown = 0
slowdown_held = 0
slowdown_worn = 0
power_cost = 100
load_type = /obj/item/weapon/magnetic_ammo
projectile_type = /obj/item/projectile/bullet/magnetic/flechette
loaded = /obj/item/weapon/magnetic_ammo
fire_sound = 'sound/weapons/rapidslice.ogg'
empty_sound = 'sound/weapons/smg_empty_alarm.ogg'
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, one_handed_penalty=15, burst_accuracy=null, dispersion=null),
list(mode_name="short bursts", burst=3, fire_delay=null, move_delay=5, one_handed_penalty=30, burst_accuracy=list(0,-15,-15), dispersion=list(0.0, 0.6, 1.0)),
)