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Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm 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code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
143 lines
4.9 KiB
Plaintext
143 lines
4.9 KiB
Plaintext
/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" //ugly
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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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ammo_type = "/obj/item/ammo_casing/c9mm"
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isHandgun()
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return 0
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Uzi"
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desc = "A lightweight, fast firing gun, for when you want 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 = 16
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caliber = ".45"
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/c20r
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name = "\improper C-20r SMG"
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
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icon_state = "c20r"
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item_state = "c20r"
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w_class = 3.0
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max_shells = 20
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caliber = "12mm"
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origin_tech = "combat=5;materials=2;syndicate=8"
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ammo_type = "/obj/item/ammo_casing/a12mm"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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load_method = 2
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New()
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..()
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empty_mag = new /obj/item/ammo_magazine/a12mm/empty(src)
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update_icon()
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return
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afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
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..()
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if(!loaded.len && empty_mag)
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empty_mag.loc = get_turf(src.loc)
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empty_mag = null
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playsound(user, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
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update_icon()
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return
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update_icon()
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..()
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if(empty_mag)
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icon_state = "c20r-[round(loaded.len,4)]"
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else
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icon_state = "c20r"
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return
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "\improper L6 SAW"
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desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
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icon_state = "l6closed100"
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item_state = "l6closedmag"
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w_class = 4
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slot_flags = 0
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max_shells = 50
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caliber = "a762"
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origin_tech = "combat=5;materials=1;syndicate=2"
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ammo_type = "/obj/item/ammo_casing/a762"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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load_method = 2
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var/cover_open = 0
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var/mag_inserted = 1
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
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cover_open = !cover_open
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user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][mag_inserted ? round(loaded.len, 25) : "-empty"]"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
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if(cover_open)
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user << "<span class='notice'>[src]'s cover is open! Close it before firing!</span>"
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else
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..()
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
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if(loc != user)
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..()
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return //let them pick it up
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if(!cover_open || (cover_open && !mag_inserted))
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..()
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else if(cover_open && mag_inserted)
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//drop the mag
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empty_mag = new /obj/item/ammo_magazine/a762(src)
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empty_mag.stored_ammo = loaded
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empty_mag.icon_state = "a762-[round(loaded.len, 10)]"
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empty_mag.desc = "There are [loaded.len] shells left!"
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empty_mag.loc = get_turf(src.loc)
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user.put_in_hands(empty_mag)
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empty_mag = null
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mag_inserted = 0
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loaded = list()
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update_icon()
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user << "<span class='notice'>You remove the magazine from [src].</span>"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
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if(!cover_open)
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user << "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>"
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return
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else if(cover_open && mag_inserted)
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user << "<span class='notice'>[src] already has a magazine inserted!</span>"
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return
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else if(cover_open && !mag_inserted)
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mag_inserted = 1
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user << "<span class='notice'>You insert the magazine!</span>"
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update_icon()
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..()
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/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
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Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
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However, it looks like subsequent guns that use removable magazines don't take that into account and just get
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around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
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when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
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rough and poor attempt at making that happen. -Ausops */ |