mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
Solars should work a bit better now. Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code. IonRifle only has 5 shots before it needs to be reloaded down from 10. Lowered the weakbullet's stun to match the taser. You can no longer recall the shuttle on meteor. Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living. Bit of blob work. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
225 lines
5.8 KiB
Plaintext
225 lines
5.8 KiB
Plaintext
/obj/item/weapon/gun/projectile/detective
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desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds."
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name = ".38 revolver"
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icon_state = "detective"
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caliber = "38"
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origin_tech = "combat=2;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c38(src)
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update_icon()
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special_check(var/mob/living/carbon/human/M)
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if(istype(M))
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if(istype(M.w_uniform, /obj/item/clothing/under/det) && istype(M.head, /obj/item/clothing/head/det_hat) && istype(M.wear_suit, /obj/item/clothing/suit/det_suit))
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return 1
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M << "\red You just don't feel cool enough to use this gun looking like that."
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return 0
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verb
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rename_gun()
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set name = "Name Gun"
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set desc = "Click to rename your gun. If you're the detective."
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var/mob/U = usr
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if(ishuman(U)&&U.mind&&U.mind.assigned_role=="Detective")
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var/input = input("What do you want to name the gun?",,"")
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input = sanitize(input)
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if(input)
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if(in_range(U,src)&&(!isnull(src))&&!U.stat)
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name = input
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U << "You name the gun [input]. Say hello to your new friend."
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else
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U << "\red Can't let you do that, detective!"
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else
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U << "\red You don't feel cool enough to name this gun, chump."
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/obj/item/weapon/gun/projectile/mateba
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name = "mateba"
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desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo."
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icon_state = "mateba"
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origin_tech = "combat=2;materials=2"
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/obj/item/weapon/gun/projectile/shotgun
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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max_shells = 2
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w_class = 4.0
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force = 10
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
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caliber = "shotgun"
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origin_tech = "combat=2;materials=2"
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var/recentpump = 0 // to prevent spammage
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/shotgun/beanbag(src)
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update_icon()
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attack_self(mob/living/user as mob)
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if(recentpump) return
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pump()
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recentpump = 1
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sleep(10)
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recentpump = 0
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return
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proc/pump(mob/M)
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playsound(M, 'shotgunpump.ogg', 60, 1)
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pumped = 0
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for(var/obj/item/ammo_casing/AC in Storedshots)
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Storedshots -= AC //Remove casing from loaded list.
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AC.loc = get_turf(src) //Eject casing onto ground.
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/obj/item/weapon/gun/projectile/shotgun/combat
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name = "combat shotgun"
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icon_state = "cshotgun"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
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max_shells = 8
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origin_tech = "combat=3"
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maxpump = 1
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/shotgun(src)
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update_icon()
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/obj/item/weapon/gun/projectile/shotgun/combat2
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name = "security combat shotgun"
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icon_state = "cshotgun"
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w_class = 4.0
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flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
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max_shells = 4
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origin_tech = "combat=3"
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maxpump = 1
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/shotgun/beanbag(src)
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update_icon()
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/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
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name = "Submachine Gun"
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desc = "A lightweight, fast firing gun. Uses 9mm rounds."
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icon_state = "saber"
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w_class = 3.0
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max_shells = 18
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caliber = "9mm"
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origin_tech = "combat=4;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c9mm(src)
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Mini-Uzi"
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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w_class = 3.0
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max_shells = 20
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caliber = ".45"
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origin_tech = "combat=5;materials=2;syndicate=8"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c45(src)
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update_icon()
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/obj/item/weapon/gun/projectile/silenced
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name = "Silenced Pistol"
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desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
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icon_state = "silenced_pistol"
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w_class = 3.0
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max_shells = 12
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caliber = ".45"
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silenced = 1
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origin_tech = "combat=2;materials=2;syndicate=8"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/c45(src)
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update_icon()
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/obj/item/weapon/gun/projectile/deagle
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name = "Desert Eagle"
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desc = "A robust handgun that uses 357 magnum ammo"
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icon_state = "deagle"
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w_class = 3.0
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force = 14.0
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max_shells = 9
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caliber = "357"
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origin_tech = "combat=2;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing(src)
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update_icon()
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/obj/item/weapon/gun/projectile/deagleg
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name = "Desert Eagle"
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses 357 ammo."
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icon_state = "deagleg"
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item_state = "deagleg"
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w_class = 3.0
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max_shells = 9
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caliber = "357"
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origin_tech = "combat=2;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing(src)
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update_icon()
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/obj/item/weapon/gun/projectile/deaglecamo
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name = "Desert Eagle"
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desc = "A Deagle brand Deagle for operators operating operationally. Uses 357 ammo."
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icon_state = "deaglecamo"
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item_state = "deagleg"
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w_class = 3.0
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max_shells = 9
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caliber = "357"
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origin_tech = "combat=2;materials=2"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing(src)
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update_icon()
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/obj/item/weapon/gun/projectile/gyropistol
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name = "Gyrojet Pistol"
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desc = "A bulky pistol designed to fire self propelled rounds"
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icon_state = "gyropistol"
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w_class = 3.0
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max_shells = 8
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caliber = "a75"
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fire_sound = 'Explosion1.ogg'
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origin_tech = "combat=3"
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New()
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for(var/i = 1, i <= max_shells, i++)
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loaded += new /obj/item/ammo_casing/a75(src)
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update_icon() |