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Made the SAW not fit in bags. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5038 316c924e-a436-60f5-8080-3fe189b3f50e
182 lines
6.3 KiB
Plaintext
182 lines
6.3 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"
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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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/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 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 = 20
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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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/obj/item/weapon/gun/projectile/automatic/c20r
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name = "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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overlays = null
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if(empty_mag)
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overlays += "c20r-[round(loaded.len,4)]"
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return
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "L6 SAW"
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w_class = 4
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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 = "l4closed100"
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item_state = "l6closedmag"
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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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//recoil = 1
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var/cover_open = 0
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var/mag_inserted = 1
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attack_self(mob/user as mob)
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if(!cover_open && mag_inserted)
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cover_open = 1
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icon_state = "l4open[round(((loaded.len)*2),25)]"
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item_state = "l6openmag"
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usr << "You open the [src]'s cover, allowing you to swap magazines."
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else if(cover_open && mag_inserted)
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cover_open = 0
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icon_state = "l4closed[round(((loaded.len)*2),25)]"
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item_state = "l6closedmag"
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usr << "You close the [src]'s cover."
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else if(!cover_open && !mag_inserted)
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cover_open = 1
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icon_state = "l4opennomag"
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item_state = "l6opennomag"
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usr << "You open the [src]'s cover, allowing you to swap magazines."
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else if(cover_open && !mag_inserted)
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cover_open = 0
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icon_state = "l4closednomag"
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item_state = "l6closednomag"
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usr << "You close the [src]'s cover."
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update_icon() //another update_icon() thing here, I know it's repeated in afterattack() but this one also takes into account cover_open
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if(!cover_open)
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icon_state = "l4closed[round(((loaded.len)*2),25)]"
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item_state = "l6closedmag"
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else
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icon_state = "l4open[round(((loaded.len)*2),25)]"
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item_state = "l6openmag"
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//update_inv_l_hand()
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//update_inv_r_hand()
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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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usr << "The SAW cover is open! Close it before firing!"
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else
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..()
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if(!cover_open && mag_inserted)
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icon_state = "l4closed[round(((loaded.len)*2),25)]"
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item_state = "l6closedmag"
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else if(!cover_open && !mag_inserted)
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icon_state = "l4closednomag"
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item_state = "l6nomag"
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//update_inv_l_hand()
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//update_inv_r_hand()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/verb/remove_magazine()
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set category = "Object"
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set name = "Remove SAW magazine."
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set src in view(1)
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var/mob/M = usr
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if(usr.canmove && !usr.stat && !usr.restrained() && !M.paralysis && ! M.stunned)
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if(!cover_open)
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usr << "The [src]'s cover is closed! You can't remove the magazine!"
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else if (!cover_open && !mag_inserted)
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usr << "The [src]'s cover is open but there's no magazine for you to remove!"
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else if (cover_open && mag_inserted)
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drop_mag()
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loaded = list()
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mag_inserted = 0
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icon_state = "l4opennomag"
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item_state = "l6opennomag"
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usr << "You remove the magazine from the [src]!"
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//update_inv_l_hand()
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//update_inv_r_hand()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/proc/drop_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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//desc = "There are [loaded] shells left!"
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empty_mag.loc = get_turf(src.loc)
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empty_mag = null
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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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usr << "The [src]'s cover is closed! You can't insert a new mag!"
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else if (cover_open && mag_inserted)
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usr << "The [src] already has a magazine inserted!"
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else if (cover_open && !mag_inserted)
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mag_inserted = 1
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usr << "You insert the magazine!"
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icon_state = "l4openmag[round(((loaded.len)*2),25)]"
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item_state = "l6openmag"
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update_icon()
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..()
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//update_inv_l_hand() something pete suggested. Dunno if this is a proc already defined way up in the obj/ thing
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//update_inv_r_hand() or if it's something I have to define myself
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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 */
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