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https://github.com/CHOMPStation2/CHOMPStation2.git
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249 lines
9.6 KiB
Plaintext
249 lines
9.6 KiB
Plaintext
/*
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* Shotgun
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*/
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// TGMC Ammo HUD Insertion
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/obj/item/weapon/gun/projectile/shotgun/has_ammo_counter()
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return TRUE
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/obj/item/weapon/gun/projectile/shotgun/get_ammo_type()
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if(load_method == MAGAZINE)
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if(!ammo_magazine)
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else if(load_method == SINGLE_CASING|SPEEDLOADER && loaded.len)
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else
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return list("unknown", "unknown")
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/obj/item/weapon/gun/projectile/shotgun/get_ammo_count()
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if(load_method == MAGAZINE)
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if(!ammo_magazine)
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return chambered ? 1 : 0
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else
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return chambered ? (ammo_magazine.stored_ammo + 1) : ammo_magazine.stored_ammo
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else if(load_method == SINGLE_CASING|SPEEDLOADER)
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if(chambered)
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else
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/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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// desc = "The mass-produced MarsTech Meteor 29 shotgun is a favourite of police and security forces on many worlds. Uses 12g rounds." //CHOMP Disable
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desc = "I used the shotgun. You know why? Cause the shotgun doesn't miss, and unlike the shitty hybrid taser it stops \
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a criminal in their tracks in two hits. Bang, bang, and they're fucking done. I use four shots just to make damn sure. \
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Because, once again, I'm not there to coddle a buncha criminal scum sucking losers, I'm there to 1) Survive the fucking round. \
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2) Guard the armory. So you can absolutely get fucked. If I get unbanned, which I won't, you can guarantee I will continue to use \
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the shotgun to apprehend criminals. Because it's quick, clean and effective as fuck. Why in the seven hells would I fuck around \
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with the disabler shots, which take half a clip just to bring someone down, or with the tazer bolts which are slow as balls, \
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impossible to aim and do about next to jack shit, fuck all. The shotgun is the superior law enforcement weapon. Because it stops crime. \
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And it stops crime by reducing the number of criminals roaming the fucking halls." //CHOMP Add
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description_fluff = "The leading civilian-sector high-quality small arms brand of Hephaestus Industries, \
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MarsTech has been the provider of choice for law enforcement and security forces for over 300 years."
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icon_state = "shotgun"
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item_state = "shotgun"
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max_shells = 4
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w_class = ITEMSIZE_HUGE //CHOMP Edit.
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force = 10
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
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load_method = SINGLE_CASING|SPEEDLOADER
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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projectile_type = /obj/item/projectile/bullet/shotgun
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handle_casings = HOLD_CASINGS
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var/recentpump = 0 //To prevent spammage
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var/action_sound = 'sound/weapons/shotgunpump.ogg'
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var/empty_sprite = 0 //This is just a dirty var so it doesn't fudge up.
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var/pump_animation = "shotgun-pump" //You put the reference to the animation in question here. Frees up namming. Ex: "shotgun_old_pump" or "sniper_cycle"
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/obj/item/weapon/gun/projectile/shotgun/pump/consume_next_projectile()
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if(chambered)
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return chambered.BB
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return null
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/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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pump(user)
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recentpump = world.time
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/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
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playsound(src, action_sound, 60, 1)
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// We have a shell in the chamber
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if(chambered)
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if(chambered.caseless)
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qdel(chambered) // Delete casing
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else
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chambered.loc = get_turf(src) // Eject casing
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chambered = null
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// Load next shell
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if(loaded.len)
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var/obj/item/ammo_casing/AC = loaded[1] // Load next casing.
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loaded -= AC // Remove casing from loaded list.
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chambered = AC
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if(pump_animation) // This affects all bolt action and shotguns.
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flick("[pump_animation]", src) // This plays any pumping
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/pump/update_icon()//This adds empty sprite capability for shotguns.
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..()
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if(!empty_sprite)//Just a dirty check
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return
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if((loaded.len) || (chambered))
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icon_state = "[icon_state]"
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else
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icon_state = "[icon_state]-empty"
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/obj/item/weapon/gun/projectile/shotgun/pump/empty
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ammo_type = null
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/obj/item/weapon/gun/projectile/shotgun/pump/slug
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ammo_type = /obj/item/ammo_casing/a12g
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pump_animation = null
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/*
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* Combat Shotgun
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*/
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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desc = "Built for close quarters combat, the Hephaestus Industries KS-40 is widely regarded as a weapon of choice for repelling boarders. Uses 12g rounds."
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description_fluff = "The leading arms producer in the SCG, Hephaestus typically only uses its 'top level' \
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branding for its military-grade equipment used by armed forces across human space."
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icon_state = "cshotgun"
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item_state = "cshotgun"
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origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
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max_shells = 7 //match the ammo box capacity, also it can hold a round in the chamber anyways, for a total of 8.
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ammo_type = /obj/item/ammo_casing/a12g
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load_method = SINGLE_CASING|SPEEDLOADER
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pump_animation = "cshotgun-pump"
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/obj/item/weapon/gun/projectile/shotgun/pump/combat/empty
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ammo_type = null
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/*
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* Double-Barreled Shotgun
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*/
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel
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name = "double-barreled shotgun"
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desc = "A truely classic weapon. No need to change what works. Uses 12g rounds."
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icon_state = "dshotgun"
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item_state = "dshotgun"
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//SPEEDLOADER because rapid unloading.
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//In principle someone could make a speedloader for it, so it makes sense.
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load_method = SINGLE_CASING|SPEEDLOADER
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handle_casings = CYCLE_CASINGS
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max_shells = 2
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w_class = ITEMSIZE_LARGE
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force = 10
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slot_flags = SLOT_BACK
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caliber = "12g"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 1)
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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// var/unique_reskin CHOMP Remove
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var/sawn_off = FALSE
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burst_delay = 0
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firemodes = list(
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list(mode_name="fire one barrel at a time", burst=1),
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list(mode_name="fire both barrels at once", burst=2),
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)
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/pellet
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ammo_type = /obj/item/ammo_casing/a12g/pellet
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare
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name = "signal shotgun"
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desc = "A double-barreled shotgun meant to fire signal flash shells. Uses 12g rounds."
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ammo_type = /obj/item/ammo_casing/a12g/flash
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/unload_ammo(user, allow_dump)
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..(user, allow_dump=1)
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/*CHOMP Remove start
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/verb/rename_gun()
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set name = "Name Gun"
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set category = "Object"
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set desc = "Rename your gun."
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var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
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var/mob/M = usr
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if(src && input && !M.stat && in_range(M,src))
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name = input
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to_chat(M, "You name the gun [input]. Say hello to your new friend.")
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return 1
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/verb/reskin_gun()
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set name = "Resprite gun"
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set category = "Object"
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set desc = "Click to choose a sprite for your gun."
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var/mob/M = usr
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var/list/options = list()
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options["Default"] = "dshotgun"
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options["Cherry Red"] = "dshotgun_d"
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options["Ash"] = "dshotgun_f"
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options["Faded Grey"] = "dshotgun_g"
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options["Maple"] = "dshotgun_l"
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options["Rosewood"] = "dshotgun_p"
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options["Olive Green"] = "dshotgun_o"
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options["Blued"] = "dshotgun_b"
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var/choice = tgui_input_list(M,"Choose your sprite!","Resprite Gun", options)
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if(sawn_off)
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to_chat(M, "<span class='warning'>The [src] is already shortened and cannot be resprited!</span>")
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return
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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unique_reskin = options[choice]
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to_chat(M, "Your gun is now sprited as [choice]. Say hello to your new friend.")
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return 1
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*/ //CHOMP Remove end
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//this is largely hacky and bad :( -Pete //less hacky and bad now :) -Ghost
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
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if(sawn_off)
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to_chat(user, "<span class='warning'>The [src] is already shortened!</span>")
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return
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if(istype(A, /obj/item/weapon/surgical/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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to_chat(user, "<span class='notice'>You begin to shorten the barrel of \the [src].</span>")
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if(loaded.len)
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var/burstsetting = burst
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burst = 2
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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Fire_userless(user)
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burst = burstsetting
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return
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if(do_after(user, 30)) // SHIT IS STEALTHY EYYYYY
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if(sawn_off)
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return
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// if(unique_reskin) //CHOMP Remove
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// icon_state = "[unique_reskin]_sawn" //CHOMP Remove
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// else //CHOMP Remove
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// icon_state = "dshotgun_sawn" //CHOMP Remove
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item_state = "sawnshotgun"
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w_class = ITEMSIZE_NORMAL
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force = 5
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slot_flags &= ~SLOT_BACK // you can't sling it on your back
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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.
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
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sawn_off = TRUE
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else
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..()
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/*
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* Sawn-Off Shotgun
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*/
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/sawn
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name = "sawn-off shotgun"
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desc = "Omar's coming!" // I'm not gonna add "Uses 12g rounds." to this one. I'll just let this reference go undisturbed.
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icon_state = "dshotgun_sawn"
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item_state = "sawnshotgun"
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slot_flags = SLOT_BELT|SLOT_HOLSTER
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ammo_type = /obj/item/ammo_casing/a12g/pellet
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w_class = ITEMSIZE_NORMAL
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force = 5
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sawn_off = TRUE
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