From 91d7dd70493eb9161bcf3c1bb0a301a40e0ea420 Mon Sep 17 00:00:00 2001 From: mwerezak Date: Mon, 9 Mar 2015 15:39:24 -0400 Subject: [PATCH 1/3] Adjusts item_state placeholders Tries to switch the current placeholders for something less awkward looking. As well, the WT550 will no longer be mistaken for a pistol. --- code/modules/projectiles/guns/projectile/automatic.dm | 7 ++++--- code/modules/projectiles/guns/projectile/sniper.dm | 2 +- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/code/modules/projectiles/guns/projectile/automatic.dm b/code/modules/projectiles/guns/projectile/automatic.dm index 3a0cca54e3..5778b3febe 100644 --- a/code/modules/projectiles/guns/projectile/automatic.dm +++ b/code/modules/projectiles/guns/projectile/automatic.dm @@ -51,7 +51,7 @@ name = "\improper STS-35 automatic rifle" desc = "A durable, rugged looking automatic weapon of a make popular on the frontier worlds. Uses 7.62mm rounds. It is unmarked." icon_state = "arifle" - item_state = "shotgun" + item_state = "l6closednomag" //placeholder w_class = 4 force = 10 caliber = "a762" @@ -68,7 +68,8 @@ name = "\improper W-T 550 Saber" desc = "A cheap, mass produced Ward-Takahashi PDW. Uses 9mm rounds." icon_state = "wt550" - w_class = 3.0 + item_state = "c20r" //placeholder + w_class = 3 caliber = "9mm" origin_tech = "combat=5;materials=2" slot_flags = SLOT_BELT @@ -89,7 +90,7 @@ name = "\improper Z8 Bulldog" desc = "An older model bullpup carbine, made by the now defunct Zendai Foundries. Uses armor piercing 5.56mm rounds. Makes you feel like a space marine when you hold it." icon_state = "carbine" - item_state = "shotgun" + item_state = "l6closednomag" //placeholder w_class = 4 force = 10 caliber = "a556" diff --git a/code/modules/projectiles/guns/projectile/sniper.dm b/code/modules/projectiles/guns/projectile/sniper.dm index 6c3be17c68..29250cc6fe 100644 --- a/code/modules/projectiles/guns/projectile/sniper.dm +++ b/code/modules/projectiles/guns/projectile/sniper.dm @@ -2,7 +2,7 @@ name = "\improper PTRS-7 rifle" desc = "A portable anti-armour rifle fitted with a scope. Originally designed to used against armoured exosuits, it is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells." icon_state = "heavysniper" - item_state = "shotgun" + item_state = "l6closednomag" //placeholder w_class = 4 force = 10 slot_flags = SLOT_BACK From b9d2517d835e7531be388ac034da1745d7a45645 Mon Sep 17 00:00:00 2001 From: mwerezak Date: Mon, 9 Mar 2015 15:47:25 -0400 Subject: [PATCH 2/3] Tweaks random gun spawners and supply packs laser carbines and laser pistols spawn in the armoury with equal probability. Stunshells are now rare like they should be. Shotgun crates now have two combat shotguns, as they are less likely to spawn in the armoury anyways. Weapons crate comes with laser pistols, energy weapons crate comes with laser carbines. Seemed more consistent that way. --- code/datums/supplypacks.dm | 13 +++++++------ code/game/objects/random/random.dm | 22 +++++++++++----------- 2 files changed, 18 insertions(+), 17 deletions(-) diff --git a/code/datums/supplypacks.dm b/code/datums/supplypacks.dm index 9beb08adc2..35ff79cac1 100644 --- a/code/datums/supplypacks.dm +++ b/code/datums/supplypacks.dm @@ -696,15 +696,15 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee name = "Weapons crate" contains = list(/obj/item/weapon/melee/baton, /obj/item/weapon/melee/baton, - /obj/item/weapon/gun/energy/laser, - /obj/item/weapon/gun/energy/laser, + /obj/item/weapon/gun/energy/gun, + /obj/item/weapon/gun/energy/gun, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/gun/energy/taser, /obj/item/weapon/gun/projectile/sec, /obj/item/weapon/gun/projectile/sec, /obj/item/weapon/storage/box/flashbangs, /obj/item/weapon/storage/box/flashbangs) - cost = 30 + cost = 40 containertype = /obj/structure/closet/crate/secure/weapon containername = "Weapons crate" access = access_security @@ -777,7 +777,7 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee name = "Energy weapons crate" contains = list(/obj/item/weapon/gun/energy/laser, /obj/item/weapon/gun/energy/laser, - /obj/item/weapon/gun/energy/gun) + /obj/item/weapon/gun/energy/laser) cost = 50 containertype = /obj/structure/closet/crate/secure containername = "energy weapons crate" @@ -789,9 +789,10 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee contains = list(/obj/item/clothing/suit/armor/bulletproof, /obj/item/clothing/suit/armor/bulletproof, /obj/item/weapon/storage/box/shotgunammo, - /obj/item/weapon/gun/projectile/shotgun/pump, + /obj/item/weapon/storage/box/shotgunshells, + /obj/item/weapon/gun/projectile/shotgun/pump/combat, /obj/item/weapon/gun/projectile/shotgun/pump/combat) - cost = 50 + cost = 65 containertype = /obj/structure/closet/crate/secure containername = "Shotgun crate" access = access_armory diff --git a/code/game/objects/random/random.dm b/code/game/objects/random/random.dm index d9a12efa6c..7508d34a94 100644 --- a/code/game/objects/random/random.dm +++ b/code/game/objects/random/random.dm @@ -177,8 +177,8 @@ icon_state = "energykill100" item_to_spawn() return pick(prob(2);/obj/item/weapon/gun/energy/laser,\ - prob(1);/obj/item/weapon/gun/energy/gun,\ - prob(2);/obj/item/weapon/gun/energy/stunrevolver) + prob(2);/obj/item/weapon/gun/energy/gun,\ + prob(1);/obj/item/weapon/gun/energy/stunrevolver) /obj/random/projectile name = "Random Projectile Weapon" @@ -206,15 +206,15 @@ icon = 'icons/obj/ammo.dmi' icon_state = "45-10" item_to_spawn() - return pick(prob(3);/obj/item/weapon/storage/box/beanbags,\ - prob(1);/obj/item/weapon/storage/box/shotgunammo,\ - prob(2);/obj/item/weapon/storage/box/shotgunshells,\ - prob(2);/obj/item/weapon/storage/box/stunshells,\ - prob(1);/obj/item/ammo_magazine/c45m,\ - prob(2);/obj/item/ammo_magazine/c45m/rubber,\ - prob(2);/obj/item/ammo_magazine/c45m/flash,\ - prob(1);/obj/item/ammo_magazine/mc9mmt,\ - prob(3);/obj/item/ammo_magazine/mc9mmt/rubber) + return pick(prob(6);/obj/item/weapon/storage/box/beanbags,\ + prob(2);/obj/item/weapon/storage/box/shotgunammo,\ + prob(4);/obj/item/weapon/storage/box/shotgunshells,\ + prob(1);/obj/item/weapon/storage/box/stunshells,\ + prob(2);/obj/item/ammo_magazine/c45m,\ + prob(4);/obj/item/ammo_magazine/c45m/rubber,\ + prob(4);/obj/item/ammo_magazine/c45m/flash,\ + prob(2);/obj/item/ammo_magazine/mc9mmt,\ + prob(6);/obj/item/ammo_magazine/mc9mmt/rubber) /obj/random/action_figure From 645910947b423e025506d054db9a04adb72b75e7 Mon Sep 17 00:00:00 2001 From: mwerezak Date: Mon, 9 Mar 2015 16:00:49 -0400 Subject: [PATCH 3/3] Adds orderable flaregun crate Mainly to make double-barrelled shotguns orderable. --- code/datums/supplypacks.dm | 11 +++++++++++ code/modules/projectiles/guns/projectile/shotgun.dm | 5 +++++ 2 files changed, 16 insertions(+) diff --git a/code/datums/supplypacks.dm b/code/datums/supplypacks.dm index 35ff79cac1..59926a6e0b 100644 --- a/code/datums/supplypacks.dm +++ b/code/datums/supplypacks.dm @@ -710,6 +710,17 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee access = access_security group = "Security" +/datum/supply_packs/flareguns + name = "Flare guns crate" + contains = list(/obj/item/weapon/gun/projectile/sec/flash, + /obj/item/ammo_magazine/c45m/flash, + /obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare, + /obj/item/weapon/storage/box/flashshells) + cost = 25 + containertype = /obj/structure/closet/crate/secure/weapon + containername = "Flare gun crate" + access = access_security + group = "Security" /datum/supply_packs/eweapons name = "Experimental weapons crate" diff --git a/code/modules/projectiles/guns/projectile/shotgun.dm b/code/modules/projectiles/guns/projectile/shotgun.dm index f7f4fbdbe0..fd85bc28be 100644 --- a/code/modules/projectiles/guns/projectile/shotgun.dm +++ b/code/modules/projectiles/guns/projectile/shotgun.dm @@ -65,6 +65,11 @@ origin_tech = "combat=3;materials=1" ammo_type = /obj/item/ammo_casing/shotgun/beanbag +/obj/item/weapon/gun/projectile/shotgun/doublebarrel/flare + name = "signal shotgun" + desc = "A double-barreled shotgun meant to fire signal flash shells." + ammo_type = /obj/item/ammo_casing/shotgun/flash + //this is largely hacky and bad :( -Pete /obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob) if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))