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CHOMPStation2/code/modules/vore/fluffstuff/custom_guns_vr.dm
2018-10-05 16:56:16 -04:00

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/* TUTORIAL
"icon" is the file with the HUD/ground icon for the item
"icon_state" is the iconstate in this file for the item
"icon_override" is the file with the on-mob icons, can be the same file
"item_state" is the iconstate for the on-mob icons:
item_state_s is used for worn uniforms on mobs
item_state_r and item_state_l are for being held in each hand
"item_state_slots" can replace "item_state", it is a list:
item_state_slots["slotname1"] = "item state for that slot"
item_state_slots["slotname2"] = "item state for that slot"
on guns, in particular:
item_state being null makes it look for exactly the icon_state in the on-mob file,
including any 0,75,etc appended from the energy bar setting
item_state being present prevents different mode sprites, sadly, but you may
be able to override this on the gun itself with a proc
*/
/* TEMPLATE
//ckey:Character Name
/obj/item/weapon/gun/type/fluff/charactername
name = ""
desc = ""
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "myicon"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "myicon"
*/
////////////////////////////////////////////////////////////
//////////////////// Projectile Weapons ////////////////////
////////////////////////////////////////////////////////////
// For general use
/obj/item/weapon/gun/projectile/automatic/battlerifle
name = "\improper USDF service rifle"
desc = "You had your chance to be afraid before you joined my beloved Corps! But, to guide you back to the true path, I have brought this motivational device! Uses 9.5x40mm rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "battlerifle"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "battlerifle_i"
item_icons = null
w_class = ITEMSIZE_LARGE
recoil = 2 // The battlerifle was known for its nasty recoil.
max_shells = 36
caliber = "9.5x40mm"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
magazine_type = /obj/item/ammo_magazine/m95
allowed_magazines = list(/obj/item/ammo_magazine/m95)
fire_sound = 'sound/weapons/battlerifle.ogg'
load_method = MAGAZINE
slot_flags = SLOT_BACK
one_handed_penalty = 60 // The weapon itself is heavy
// For general use
/obj/item/weapon/gun/projectile/shotgun/pump/USDF
name = "\improper USDF tactical shotgun"
desc = "All you greenhorns who wanted to see Xenomorphs up close... this is your lucky day. Uses 12g rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "haloshotgun"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "haloshotgun_i"
item_icons = null
ammo_type = /obj/item/ammo_casing/a12g
max_shells = 12
// For general use
/obj/item/weapon/gun/projectile/automatic/pdw
name = "personal defense weapon"
desc = "The X-9MM is a select-fire personal defense weapon designed in-house by Xing Private Security. It was made to compete with the WT550 Saber, but never caught on with NanoTrasen. Uses 9mm rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "pdw"
item_state = "c20r" // Placeholder
w_class = ITEMSIZE_NORMAL
caliber = "9mm"
origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2)
slot_flags = SLOT_BELT
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/m9mml
allowed_magazines = list(/obj/item/ammo_magazine/m9mm, /obj/item/ammo_magazine/m9mml)
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=6, burst_accuracy=list(0,-15,-30), dispersion=list(0.0, 0.6, 0.6))
)
/obj/item/weapon/gun/projectile/automatic/pdw/update_icon(var/ignore_inhands)
..()
if(istype(ammo_magazine,/obj/item/ammo_magazine/m9mm))
icon_state = "pdw-short"
else
icon_state = (ammo_magazine)? "pdw" : "pdw-empty"
if(!ignore_inhands) update_held_icon()
// For general use
/obj/item/weapon/gun/energy/imperial
name = "imperial energy pistol"
desc = "An elegant weapon developed by the Imperium Auream. Their weaponsmiths have cleverly found a way to make a gun that is only about the size of an average energy pistol, yet with the fire power of a laser carbine."
icon_state = "ge_pistol"
item_state = "ge_pistol"
fire_sound = 'sound/weapons/mandalorian.ogg'
icon = 'icons/obj/gun_vr.dmi'
item_icons = list(slot_r_hand_str = 'icons/obj/gun_vr.dmi', slot_l_hand_str = 'icons/obj/gun_vr.dmi') // WORK YOU FUCKING CUNT PIECE OF SHIT BASTARD STUPID BITCH ITEM ICON AAAAHHHH
item_state_slots = list(slot_r_hand_str = "ge_pistol_r", slot_l_hand_str = "ge_pistol_l")
slot_flags = SLOT_BELT
w_class = ITEMSIZE_NORMAL
force = 10
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 2000)
projectile_type = /obj/item/projectile/beam/imperial
// jertheace : Jeremiah 'Ace' Acacius
/obj/item/weapon/gun/projectile/shotgun/pump/USDF/fluff/ace
name = "Ace's tactical shotgun" // D-model holds half as many shells as the normal version so as not OP as shit. Better than normal shotgun, worse than combat shotgun.
desc = "Owned by the respected (or feared?) veteran Captain of the original NSS Adephagia. Inscribed on the barrel are the words \"Speak softly, and carry a big stick.\""
ammo_type = /obj/item/ammo_casing/a12g/stunshell
max_shells = 6
// bwoincognito:Tasald Corlethian
/obj/item/weapon/gun/projectile/revolver/mateba/fluff/tasald_corlethian //Now that it is actually Single-Action and not hacky broken SA, I see no reason to nerf this down to .38. --Joan Risu
name = "\improper \"Big Iron\" revolver"
desc = "A .357 revolver for veteran rangers on the planet Orta. The right side of the handle has a logo for Quarion industries, and the left is the Rangers. The primary ammo for this gun is .357 rubber. According to the CentCom Chief of Security, this revolver was more controversial than it needed to be."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "tasaldrevolver"
item_state = "revolver"
fire_sound = 'sound/weapons/pistol.ogg'
ammo_type = /obj/item/ammo_casing/a357/rubber //Like I said, no reason to nerf. --Joan Risu
var/recentpump = 0
var/cocksound = 'sound/weapons/revolvercock.ogg'
consume_next_projectile()
if(chambered)
return chambered.BB
usr << "<span class='warning'>It's a single action revolver, pull the hammer back!</span>"
return null
attack_self(mob/living/user as mob)
if(world.time >= recentpump + 10)
pump(user)
recentpump = world.time
proc/pump(mob/M as mob)
playsound(M, cocksound, 60, 1)
if(chambered)//We have a shell in the chamber
chambered.loc = get_turf(src)//Eject casing
chambered = null
if(loaded.len)
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
chambered = AC
update_icon()
/obj/item/weapon/gun/projectile/revolver/mateba/fluff/tasald_corlethian/attack_hand(mob/user as mob)
if(user.get_inactive_hand() == src)
unload_ammo(user, allow_dump = 1)
else
..()
// wankersonofjerkin : Glenn Pink
/obj/item/weapon/gun/projectile/revolver/fluff/admiral_pink_revolver
name = "Admiral Pink's 'Devilgun'"
desc = "You notice the serial number on the revolver is 666. The word 'Sin' is engraved on the blood-red rosewood grip. Uses .357 rounds." //Edgy, but based on real guns the player owns.
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "ryan_winz"
item_state = "revolver"
/obj/item/weapon/gun/projectile/revolver/fluff/admiral_pink_revolver/redemption
name = "Admiral Pink's 'Redeemer'"
desc = "You notice the serial number on the revolver is 667. The word 'Redemption' is engraved on dark rosewood grip. Uses .357 rounds." //Edgy, but based on real guns the player owns.
// sasoperative : Joseph Skinner
/obj/item/weapon/gun/projectile/revolver/judge/fluff/sasoperative
name = "\"The Jury\""
desc = "A customized variant of the \"The Judge\" revolver sold by Cybersun Industries, built specifically for Joseph Skinner. Uses 12g shells."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "jury"
item_state = "gun"
ammo_type = /obj/item/ammo_casing/a12g/beanbag
// Dhaeleena : Dhaeleena M'iar
/obj/item/weapon/gun/projectile/revolver/mateba/fluff/dhael
name = "Dhaeleena's engraved mateba"
desc = "This unique looking handgun is engraved with roses along the barrel and the cylinder as well as the initials DM under the grip. Along the middle of the barrel an engraving shows the words 'Mateba Unica 6'. Uses .357 rounds."
icon_state = "mateba"
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a357/stun
// SilencedMP5A5 : Serdykov Antoz
/obj/item/weapon/gun/projectile/colt/fluff/serdy
name = "Raikov PPS/45"
desc = "An expertly crafted and reliable .45 sidearm with a 7 round single-stack magazine, originally built and in 2369 for frontier men and peacekeepers. The frame and slide are nickel plated, and it has a synthetic black ivory grip. The words 'Krasnaya Raketa' are engraved on the slide near the muzzle. It's relatively thin, but heavy. It also has an ambidextrous mag release and safety lever, making it grippable in either hand comfortably."
icon = 'icons/vore/custom_guns_vr.dmi'
item_state = "raikov"
icon_state = "raikov"
fire_sound = 'sound/weapons/45pistol_vr.ogg'
magazine_type = /obj/item/ammo_magazine/m45/rubber
/* //Commented out due to weapon change.
/obj/item/weapon/gun/projectile/revolver/detective/fluff/serdy //This forces it to be .38 bullets only
name = "Vintage S&W Model 10"
desc = "It's a classic S&W Model 10 revolver. This one in particular is beautifully restored with a chromed black frame and cylinder, and a nice redwood grip. The name 'Serdykov A.' is engraved into the base of the grip."
icon = 'icons/vore/custom_guns_vr.dmi'
item_state = "model10"
icon_state = "model10"
fire_sound = 'sound/weapons/deagle.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
ammo_type = /obj/item/ammo_casing/a38r //Rubber rounds.
*/
// LuminescentRing : Briana Moore
/obj/item/weapon/gun/projectile/derringer/fluff/briana
name = "second-hand derringer"
desc = "It's a palm sized gun. One of the few things that won't break an angel's wrists. Uses 10mm rounds."
caliber = "10mm"
ammo_type = /obj/item/ammo_casing/a10mm
// For general use
/obj/item/weapon/gun/projectile/automatic/stg
name = "\improper Sturmgewehr"
desc = "An STG-560 built by RauMauser. Experience the terror of the Siegfried line, redone for the 26th century! The Kaiser would be proud. Uses unique 7.92x33mm Kurz rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "stg60"
item_state = "arifle"
w_class = ITEMSIZE_LARGE
max_shells = 30
caliber = "7.92x33mm"
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2, TECH_ILLEGAL = 6)
magazine_type = /obj/item/ammo_magazine/mtg
allowed_magazines = list(/obj/item/ammo_magazine/mtg)
load_method = MAGAZINE
/obj/item/weapon/gun/projectile/automatic/stg/update_icon(var/ignore_inhands)
..()
icon_state = (ammo_magazine)? "stg60" : "stg60-empty"
item_state = (ammo_magazine)? "arifle" : "arifle-empty"
if(!ignore_inhands) update_held_icon()
//-----------------------Tranq Gun----------------------------------
/obj/item/weapon/gun/projectile/dartgun/tranq
name = "tranquilizer gun"
desc = "A gas-powered dart gun designed by the National Armory of Gaia. This gun is used primarily by United Federation special forces for Tactical Espionage missions. Don't forget your bandana."
icon_state = "tranqgun"
item_state = null
caliber = "dart"
fire_sound = 'sound/weapons/empty.ogg'
fire_sound_text = "a metallic click"
recoil = 0
silenced = 1
load_method = MAGAZINE
magazine_type = /obj/item/ammo_magazine/chemdart
allowed_magazines = list(/obj/item/ammo_magazine/chemdart)
auto_eject = 0
/obj/item/weapon/gun/projectile/dartgun/tranq/update_icon()
if(!ammo_magazine)
icon_state = "tranqgun"
return 1
if(!ammo_magazine.stored_ammo || ammo_magazine.stored_ammo.len)
icon_state = "tranqgun"
else if(ammo_magazine.stored_ammo.len > 5)
icon_state = "tranqgun"
else
icon_state = "tranqgun"
return 1
// Removed because gun64_vr.dmi guns don't work.
/*//-----------------------UF-ARC----------------------------------
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/ufarc
name = "UF-ARC"
desc = "The UF-ARC is a lightweight assault rifle manufactured by the National Armory of Gaia and sold almost exclusively to the United Federation's standing army, the Military Assault Command Operations Department (MACOs)."
icon = 'icons/obj/gun64_vr.dmi'
icon_state = "ufarc"
icon_override = 'icons/obj/gun_vr.dmi'
item_state = "battlerifle_i"
item_icons = null
pixel_x = -16
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/ufarc/update_icon(var/ignore_inhands)
..()
// TODO - Fix this for spriting different size magazines
icon_state = (ammo_magazine)? "ufarc" : "ufarc-empty"
item_state = (ammo_magazine)? "bullpup" : "bullpup-empty"
if(!ignore_inhands) update_held_icon()
//-----------------------G44----------------------------------
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/g44
name = "G44 Rifle"
desc = "The G44 is a lightweight assault rifle manufactured by the National Armory of Gaia and sold almost exclusively to the United Federation's standing army, the Military Assault Command Operations Department (MACOs)."
icon = 'icons/obj/gun64_vr.dmi'
icon_state = "g44"
item_state = "bullpup"
pixel_x = -16
/obj/item/weapon/gun/projectile/automatic/carbine/fluff/g44/update_icon(var/ignore_inhands)
..()
// TODO - Fix this for spriting different size magazines
icon_state = (ammo_magazine)? "g44" : "g44-empty"
item_state = (ammo_magazine)? "bullpup" : "bullpup-empty"
if(!ignore_inhands) update_held_icon()
//-----------------------G44 Energy Variant--------------------
/obj/item/weapon/gun/energy/gun/burst/g44e
name = "G44 Energy Rifle"
desc = "The G44 Energy is a laser variant of the G44 lightweight assault rifle manufactured by the National Armory of Gaia. Though almost exclusively to the United Federation's Military Assault Command Operations Department (MACOs) and Starfleet, it is occassionally sold to security departments for their stun capabilities."
icon = 'icons/obj/gun64_vr.dmi'
icon_state = "g44estun100"
item_state = "energystun100" //This is temporary.
fire_sound = 'sound/weapons/Taser.ogg'
charge_cost = 100
force = 8
w_class = ITEMSIZE_LARGE
fire_delay = 6
pixel_x = -16
projectile_type = /obj/item/projectile/beam/stun/weak
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_ILLEGAL = 3)
modifystate = "g44estun"
one_handed_penalty = 60
firemodes = list(
list(mode_name="stun", burst=1, projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="g44estun", fire_sound='sound/weapons/Taser.ogg', charge_cost = 100),
list(mode_name="stun burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/stun/weak, modifystate="g44estun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", burst=1, projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="g44ekill", fire_sound='sound/weapons/Laser.ogg', charge_cost = 200),
list(mode_name="lethal burst", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,0,0), dispersion=list(0.0, 0.2, 0.5), projectile_type=/obj/item/projectile/beam/burstlaser, modifystate="g44ekill", fire_sound='sound/weapons/Laser.ogg'),
)*/
// molenar:Kari Akiren
/obj/item/weapon/gun/projectile/shotgun/pump/rifle/fluff/kari_akiren
name = "clockwork rifle"
desc = "Brass, copper, and lots of gears. Well lubricated for fluid movement as each round is loaded, locked, and fired. Just like clockwork."
icon = 'icons/vore/custom_guns_vr.dmi'
icon_state = "clockworkrifle_icon"
icon_override = 'icons/vore/custom_guns_vr.dmi'
item_state = "clockworkrifle"
item_icons = null
/* Permit Expired
//Razerwing:Archer Maximus
/obj/item/weapon/gun/projectile/colt/fluff/archercolt
name = "\improper MEUSOC .45"
desc = "Some serious drywall work, coming up!"
*/
//hzdonut:Jesse Soemmer
/obj/item/weapon/gun/projectile/revolver/fluff/jesselemat
name = "Modified LeMat"
desc = "The LeMat Revolver is a 9 shot revolver with a secondary firing barrel for loading shotgun shells. Uses .38-Special and 12g rounds depending on the barrel. This one appears to have had it's secondary barrel sealed off and looks to be in pristine condition. Either it's brand new, or its owner takes very good care of it."
icon_state = "lemat"
max_shells = 9
caliber = ".38"
ammo_type = /obj/item/ammo_casing/a38
preserve_item = FALSE
//////////////////// Energy Weapons ////////////////////
// ------------ Energy Luger ------------
/obj/item/weapon/gun/energy/gun/eluger
name = "energy Luger"
desc = "The finest sidearm produced by RauMauser. Although its battery cannot be removed, its ergonomic design makes it easy to shoot, allowing for rapid follow-up shots. It also has the ability to toggle between stun and kill."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "elugerstun100"
item_state = "gun"
fire_delay = null // Lugers are quite comfortable to shoot, thus allowing for more controlled follow-up shots. Rate of fire similar to a laser carbine.
battery_lock = 1 // In exchange for balance, you cannot remove the battery. Also there's no sprite for that and I fucking suck at sprites. -Ace
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2, TECH_ILLEGAL = 2) // Illegal tech cuz Space Nazis
modifystate = "elugerstun"
fire_sound = 'sound/weapons/Taser.ogg'
firemodes = list(
list(mode_name="stun", charge_cost=120,projectile_type=/obj/item/projectile/beam/stun, modifystate="elugerstun", fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", charge_cost=240,projectile_type=/obj/item/projectile/beam/eluger, modifystate="elugerkill", fire_sound='sound/weapons/eluger.ogg'),
)
//////////////////// Eris Ported Guns ////////////////////
//HoS Gun
/*/obj/item/weapon/gun/projectile/lamia
name = "FS HG .44 \"Lamia\""
desc = "Uses .44 rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "Headdeagle"
item_state = "revolver"
fire_sound = 'sound/weapons/Gunshot.ogg'
caliber = ".44"
magazine_type = /obj/item/ammo_magazine/m44/rubber
allowed_magazines = list(/obj/item/ammo_magazine/m44,/obj/item/ammo_magazine/m44/rubber)
load_method = MAGAZINE
auto_eject = 1
auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 4)
/obj/item/weapon/gun/projectile/lamia/update_icon()
overlays.Cut()
if(!ammo_magazine)
return
var/ratio = ammo_magazine.stored_ammo.len * 100 / ammo_magazine.max_ammo
ratio = round(ratio, 33)
overlays += "deagle_[ratio]"*/ // Fugly.
//Civilian gun
/obj/item/weapon/gun/projectile/giskard
name = "\improper \"Giskard\" holdout pistol"
desc = "The FS HG .380 \"Giskard\" can even fit into the pocket! Uses .380 rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "giskardcivil"
caliber = ".380"
magazine_type = /obj/item/ammo_magazine/m380
allowed_magazines = list(/obj/item/ammo_magazine/m380)
load_method = MAGAZINE
w_class = ITEMSIZE_SMALL
fire_sound = 'sound/weapons/gunshot_pathetic.ogg'
origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 3)
/obj/item/weapon/gun/projectile/giskard/update_icon()
..()
if(ammo_magazine && ammo_magazine.stored_ammo.len)
icon_state = "giskardcivil"
else
icon_state = "giskardcivil_empty"
//Not so civilian gun
/obj/item/weapon/gun/projectile/giskard/olivaw
name = "\improper \"Olivaw\" holdout burst-pistol"
desc = "The FS HG .380 \"Olivaw\" is a more advanced version of the \"Giskard\". This one seems to have a two-round burst-fire mode. Uses .380 rounds."
icon_state = "olivawcivil"
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=1.2, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="2-round bursts", burst=2, fire_delay=0.2, move_delay=4, burst_accuracy=list(0,-15), dispersion=list(1.2, 1.8)),
)
/obj/item/weapon/gun/projectile/giskard/olivaw/update_icon()
..()
if(ammo_magazine && ammo_magazine.stored_ammo.len)
icon_state = "olivawcivil"
else
icon_state = "olivawcivil_empty"
//Detective gun
/obj/item/weapon/gun/projectile/revolver/consul
name = "\improper \"Consul\" Revolver"
desc = "Are you feeling lucky, punk? Uses .44 rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "inspector"
item_state = "revolver"
caliber = ".44"
ammo_type = /obj/item/ammo_casing/a44/rubber
handle_casings = CYCLE_CASINGS
origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 3)
/obj/item/weapon/gun/projectile/revolver/consul/proc/update_charge()
if(loaded.len==0)
overlays += "inspector_off"
else
overlays += "inspector_on"
/obj/item/weapon/gun/projectile/revolver/consul/update_icon()
overlays.Cut()
update_charge()
// No idea what this is for.
/obj/item/weapon/gun/projectile/automatic/sol
name = "\improper \"Sol\" SMG"
desc = "The FS 9x19mm \"Sol\" is a compact and reliable submachine gun. Uses 9mm rounds."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "SMG-IS"
item_state = "wt550"
w_class = ITEMSIZE_LARGE
slot_flags = SLOT_BELT
caliber = "9mm"
magazine_type = /obj/item/ammo_magazine/m9mm
allowed_magazines = list(/obj/item/ammo_magazine/m9mm)
load_method = MAGAZINE
multi_aim = 1
burst_delay = 2
origin_tech = list(TECH_COMBAT = 4, TECH_MATERIAL = 2)
firemodes = list(
list(mode_name="semiauto", burst=1, fire_delay=0, move_delay=null, burst_accuracy=null, dispersion=null),
list(mode_name="3-round bursts", burst=3, fire_delay=null, move_delay=4, burst_accuracy=list(0,-15,-15), dispersion=list(0.0, 0.6, 1.0)),
)
/obj/item/weapon/gun/projectile/automatic/sol/proc/update_charge()
if(!ammo_magazine)
return
var/ratio = ammo_magazine.stored_ammo.len / ammo_magazine.max_ammo
if(ratio < 0.25 && ratio != 0)
ratio = 0.25
ratio = round(ratio, 0.25) * 100
overlays += "smg_[ratio]"
/obj/item/weapon/gun/projectile/automatic/sol/update_icon()
icon_state = (ammo_magazine)? "SMG-IS" : "SMG-IS-empty"
overlays.Cut()
update_charge()
//HoP gun
/obj/item/weapon/gun/energy/gun/martin
name = "holdout energy gun"
desc = "The FS PDW E \"Martin\" is small holdout e-gun. Don't miss!"
icon = 'icons/obj/gun_vr.dmi'
icon_state = "PDW"
item_state = "gun"
w_class = ITEMSIZE_SMALL
projectile_type = /obj/item/projectile/beam/stun
charge_cost = 1200
charge_meter = 0
modifystate = null
battery_lock = 1
fire_sound = 'sound/weapons/Taser.ogg'
origin_tech = list(TECH_COMBAT = 3, TECH_MAGNET = 2)
firemodes = list(
list(mode_name="stun", projectile_type=/obj/item/projectile/beam/stun, fire_sound='sound/weapons/Taser.ogg'),
list(mode_name="lethal", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/Laser.ogg'),
)
/obj/item/weapon/gun/energy/gun/martin/proc/update_mode()
var/datum/firemode/current_mode = firemodes[sel_mode]
switch(current_mode.name)
if("stun") add_overlay("taser_pdw")
if("lethal") add_overlay("lazer_pdw")
/obj/item/weapon/gun/energy/gun/martin/update_icon()
cut_overlays()
update_mode()
/////////////////////////////////////////////////////
//////////////////// Custom Ammo ////////////////////
/////////////////////////////////////////////////////
//---------------- Beams ----------------
/obj/item/projectile/beam/eluger
name = "laser beam"
icon_state = "xray"
light_color = "#00FF00"
muzzle_type = /obj/effect/projectile/xray/muzzle
tracer_type = /obj/effect/projectile/xray/tracer
impact_type = /obj/effect/projectile/xray/impact
/obj/item/projectile/beam/imperial
name = "laser beam"
fire_sound = 'sound/weapons/mandalorian.ogg'
icon_state = "darkb"
light_color = "#8837A3"
muzzle_type = /obj/effect/projectile/darkmatter/muzzle
tracer_type = /obj/effect/projectile/darkmatter/tracer
impact_type = /obj/effect/projectile/darkmatter/impact
/obj/item/projectile/beam/stun/kin21
name = "kinh21 stun beam"
icon_state = "omnilaser"
light_color = "#0000FF"
muzzle_type = /obj/effect/projectile/laser_omni/muzzle
tracer_type = /obj/effect/projectile/laser_omni/tracer
impact_type = /obj/effect/projectile/laser_omni/impact
//--------------- StG-60 ----------------
/obj/item/ammo_magazine/m792
name = "box mag (7.92x33mm Kurz)"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "stg_30rnd"
caliber = "7.92x33mm"
ammo_type = /obj/item/ammo_casing/a792
max_ammo = 30
mag_type = MAGAZINE
/obj/item/ammo_casing/a792
desc = "A 7.92x33mm Kurz casing."
icon_state = "rifle-casing"
caliber = "7.92x33mm"
projectile_type = /obj/item/projectile/bullet/rifle/a762
/obj/item/ammo_magazine/mtg/empty
initial_ammo = 0
//------------- Battlerifle -------------
/obj/item/ammo_magazine/m95
name = "box mag (9.5x40mm)"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "battlerifle"
caliber = "9.5x40mm"
ammo_type = /obj/item/ammo_casing/a95
max_ammo = 36
mag_type = MAGAZINE
multiple_sprites = 1
/obj/item/ammo_casing/a95
desc = "A 9.5x40mm bullet casing."
icon_state = "rifle-casing"
caliber = "9.5x40mm"
projectile_type = /obj/item/projectile/bullet/rifle/a95
/obj/item/projectile/bullet/rifle/a95
damage = 40
/obj/item/ammo_magazine/m95/empty
initial_ammo = 0
//---------------- PDW ------------------
/obj/item/ammo_magazine/m9mml
name = "\improper SMG magazine (9mm)"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "smg"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 1800)
caliber = "9mm"
ammo_type = /obj/item/ammo_casing/a9mm
max_ammo = 30
multiple_sprites = 1
/obj/item/ammo_magazine/m9mml/empty
initial_ammo = 0
/obj/item/ammo_magazine/m9mml/ap
name = "\improper SMG magazine (9mm armor-piercing)"
ammo_type = /obj/item/ammo_casing/a9mm/ap
/* Seems to have been de-coded?
/obj/item/ammo_magazine/m9mml/flash
name = "\improper SMG magazine (9mm flash)"
ammo_type = /obj/item/ammo_casing/a9mmf
/obj/item/ammo_magazine/m9mml/rubber
name = "\improper SMG magazine (9mm rubber)"
ammo_type = /obj/item/ammo_casing/a9mmr
/obj/item/ammo_magazine/m9mml/practice
name = "\improper SMG magazine (9mm practice)"
ammo_type = /obj/item/ammo_casing/a9mmp
*/
//.357 special ammo
/obj/item/ammo_magazine/s357/stun
name = "speedloader (.357 stun)"
desc = "A speedloader for .357 revolvers."
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "s357"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357/stun
/obj/item/ammo_casing/a357/stun
desc = "A .357 stun bullet casing."
caliber = ".357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "stun357"
projectile_type = /obj/item/projectile/energy/electrode/stunshot/strong
/obj/item/ammo_magazine/s357/rubber
name = "speedloader (.357 rubber)"
desc = "A speedloader for .357 revolvers."
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "r357"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357/rubber
/obj/item/ammo_casing/a357/rubber
desc = "A .357 rubber bullet casing."
caliber = ".357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "rubber357"
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
/obj/item/ammo_magazine/s357/flash
name = "speedloader (.357 flash)"
desc = "A speedloader for .357 revolvers."
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "f357"
caliber = ".357"
ammo_type = /obj/item/ammo_casing/a357/flash
/obj/item/ammo_casing/a357/flash
desc = "A .357 flash bullet casing."
caliber = ".357"
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "flash357"
projectile_type = /obj/item/projectile/energy/flash/strong
//.380
/obj/item/ammo_casing/a380
desc = "A .380 bullet casing."
caliber = ".380"
projectile_type = /obj/item/projectile/bullet/pistol
/obj/item/ammo_magazine/m380
name = "magazine (.380)"
icon_state = "9x19p"
origin_tech = list(TECH_COMBAT = 2)
mag_type = MAGAZINE
matter = list(DEFAULT_WALL_MATERIAL = 480)
caliber = ".380"
ammo_type = /obj/item/ammo_casing/a380
max_ammo = 8
multiple_sprites = 1
//.44
/obj/item/ammo_casing/a44/rubber
icon_state = "r-casing"
desc = "A .44 rubber bullet casing."
projectile_type = /obj/item/projectile/bullet/pistol/rubber/strong
/obj/item/ammo_magazine/m44/rubber
desc = "A magazine for .44 less-than-lethal ammo."
ammo_type = /obj/item/ammo_casing/a44/rubber
//.44 speedloaders
/obj/item/ammo_magazine/s44
name = "speedloader (.44)"
desc = "A speedloader for .44 revolvers."
icon = 'icons/obj/ammo_vr.dmi'
icon_state = "s357"
caliber = ".44"
matter = list(DEFAULT_WALL_MATERIAL = 1260)
ammo_type = /obj/item/ammo_casing/a44
max_ammo = 6
multiple_sprites = 1
mag_type = SPEEDLOADER
/obj/item/ammo_magazine/s44/rubber
name = "speedloader (.44 rubber)"
icon_state = "r357"
ammo_type = /obj/item/ammo_casing/a44/rubber
//Expedition pistol
/obj/item/weapon/gun/energy/frontier
name = "frontier phaser"
desc = "An extraordinarily rugged laser weapon, built to last and requiring effectively no maintenance. Includes a built-in crank charger for recharging away from civilization."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "phaser"
item_state = "phaser"
item_icons = list(slot_l_hand_str = 'icons/mob/items/lefthand_guns_vr.dmi', slot_r_hand_str = 'icons/mob/items/righthand_guns_vr.dmi', "slot_belt" = 'icons/mob/belt_vr.dmi')
item_state_slots = list(slot_r_hand_str = "phaser", slot_l_hand_str = "phaser", "slot_belt" = "phaser")
fire_sound = 'sound/weapons/laser2.ogg'
origin_tech = list(TECH_COMBAT = 4, TECH_MAGNET = 2, TECH_POWER = 4)
battery_lock = 1
unacidable = 1
var/recharging = 0
projectile_type = /obj/item/projectile/beam
/obj/item/weapon/gun/energy/frontier/unload_ammo(var/mob/user)
if(recharging)
return
recharging = 1
update_icon()
user.visible_message("<span class='notice'>[user] opens \the [src] and starts pumping the handle.</span>", \
"<span class='notice'>You open \the [src] and start pumping the handle.</span>")
while(recharging)
if(!do_after(user, 10, src))
break
playsound(get_turf(src),'sound/items/change_drill.ogg',25,1)
if(power_supply.give(60) < 60)
break
recharging = 0
update_icon()
/obj/item/weapon/gun/energy/frontier/update_icon()
if(recharging)
icon_state = "[initial(icon_state)]_pump"
update_held_icon()
return
..()
/obj/item/weapon/gun/energy/frontier/emp_act(severity)
return ..(severity+2)
/obj/item/weapon/gun/energy/frontier/ex_act() //|rugged|
return
//Needed to fix a bug with the holdout phaser
/obj/item/weapon/gun/energy/frontier/basic
firemodes = list(
list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 300),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
/obj/item/weapon/gun/energy/frontier/locked
desc = "An extraordinarily rugged laser weapon, built to last and requiring effectively no maintenance. Includes a built-in crank charger for recharging away from civilization. This one has a safety interlock that prevents firing while in proximity to the facility."
req_access = list(access_armory) //for toggling safety
var/locked = 1
/obj/item/weapon/gun/energy/frontier/locked/attackby(obj/item/I, mob/user)
var/obj/item/weapon/card/id/id = I.GetID()
if(istype(id))
if(check_access(id))
locked = !locked
to_chat(user, "<span class='warning'>You [locked ? "enable" : "disable"] the safety lock on \the [src].</span>")
else
to_chat(user, "<span class='warning'>Access denied.</span>")
user.visible_message("<span class='notice'>[user] swipes \the [I] against \the [src].</span>")
else
return ..()
/obj/item/weapon/gun/energy/frontier/locked/emag_act(var/remaining_charges,var/mob/user)
..()
locked = !locked
to_chat(user, "<span class='warning'>You [locked ? "enable" : "disable"] the safety lock on \the [src]!</span>")
/obj/item/weapon/gun/energy/frontier/locked/special_check(mob/user)
if(locked)
var/turf/T = get_turf(src)
if(T.z in using_map.map_levels)
to_chat(user, "<span class='warning'>The safety device prevents the gun from firing this close to the facility.</span>")
return 0
return ..()
//Needed to fix a bug with the holdout phaser
/obj/item/weapon/gun/energy/frontier/locked/basic
firemodes = list(
list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 300),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 60),
)
//Expeditionary Holdout Phaser
/obj/item/weapon/gun/energy/frontier/locked/holdout
name = "holdout frontier phaser"
desc = "A recently introduced weapon intended for self defense by expeditionary support. It includes the same crank charger as the frontier phaser."
icon = 'icons/obj/gun_vr.dmi'
icon_state = "PDW"
item_state = "gun"
w_class = ITEMSIZE_SMALL
firemodes = list(
list(mode_name="normal", fire_delay=12, projectile_type=/obj/item/projectile/beam, charge_cost = 1200),
list(mode_name="low-power", fire_delay=8, projectile_type=/obj/item/projectile/beam/weaklaser, charge_cost = 240),
)
/obj/item/weapon/gun/energy/frontier/locked/holdout/proc/update_mode()
var/datum/firemode/current_mode = firemodes[sel_mode]
switch(current_mode.name)
if("low-power") add_overlay("taser_pdw")
if("normal") add_overlay("lazer_pdw")
/obj/item/weapon/gun/energy/frontier/locked/holdout/update_icon()
cut_overlays()
if(recharging)
icon_state = "[initial(icon_state)]_pump"
update_held_icon()
return
else
icon_state = "[initial(icon_state)]"
update_mode()