Combat shotguns, for admindickery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@216 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
uhangi@gmail.com
2010-09-29 04:03:52 +00:00
parent 2cfd3ef76e
commit 55147059c1
2 changed files with 234 additions and 3 deletions
+218 -3
View File
@@ -1,5 +1,4 @@
/*
test
CONTAINS:
PROJECTILE DEFINES
PULSE RIFLE
@@ -253,9 +252,9 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
if (src.s1 >= 1 && src.s2 >= 1)
src.desc = "There are 2 shells left!"
if (src.s1 >= 1 && src.s2 == 0)
src.desc = "There are 1 shells left!"
src.desc = "There is 1 shell left!"
if (src.s1 == 0 && src.s2 == 0)
src.desc = "There are 0 shells left!"
src.desc = "There are no shells left!"
..()
return
@@ -386,6 +385,222 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
spawn( 0 )
return
/obj/item/weapon/gun/combatshotgun/attackby(obj/item/weapon/A as obj, mob/user as mob)
if (istype(A, /obj/item/weapon/ammo/bshell))
//var/obj/item/weapon/ammo/bshell/A = B
if ((src.s1 > 0 && src.s2 > 0 && src.s3 > 0 && src.s4 > 0 && src.s5 > 0 && src.s6 > 0 && src.s7 > 0 && src.s8 > 0))
user << "\blue It's already fully loaded!"
return 1
else
user << "\blue You load the shell into the shotgun."
if (src.s1 == 0)
del(A)
src.s1 = 1
return 1
else if (src.s2 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s3 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s4 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s5 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s6 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s7 == 0)
del(A)
src.s2 = 1
return 1
else if (src.s8 == 0)
del(A)
src.s2 = 1
return 1
return 1
return 1
else if (istype(A, /obj/item/weapon/ammo/gshell))
//var/obj/item/weapon/ammo/gshell/A = B
if ((src.s1 > 0 && src.s2 > 0 && src.s3 > 0 && src.s4 > 0 && src.s5 > 0 && src.s6 > 0 && src.s7 > 0 && src.s8 > 0))
user << "\blue It's already fully loaded!"
return 1
else
user << "\blue You load the shell into the shotgun."
if (src.s1 == 0)
del(A)
src.s1 = 2
return 1
else if (src.s2 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s3 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s4 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s5 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s6 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s7 == 0)
del(A)
src.s2 = 2
return 1
else if (src.s8 == 0)
del(A)
src.s2 = 2
return 1
return 1
return 1
else if (istype(A, /obj/item/weapon/ammo/blshell))
//var/obj/item/weapon/ammo/gshell/A = B
if ((src.s1 > 0 && src.s2 > 0 && src.s3 > 0 && src.s4 > 0 && src.s5 > 0 && src.s6 > 0 && src.s7 > 0 && src.s8 > 0))
user << "\blue It's already fully loaded!"
return 1
else
user << "\blue You load the shell into the shotgun."
if (src.s1 == 0)
del(A)
src.s1 = 3
return 1
else if (src.s2 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s3 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s4 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s5 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s6 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s7 == 0)
del(A)
src.s2 = 3
return 1
else if (src.s8 == 0)
del(A)
src.s2 = 3
return 1
return 1
return 1
return 1
//there is DEFINITELY a better way to do this, but I am a lazy fuck
/obj/item/weapon/gun/combatshotgun/afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
if (flag)
return
if (!(istype(usr, /mob/living/carbon/human) || ticker) && ticker.mode.name != "monkey")
usr << "\red You don't have the dexterity to do this!"
return
if (src.pumped == 0)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red <B>[] pumps the shotgun!</B>", user), 1, "\red You hear pumping", 2)
playsound(user, 'shotgunpump.ogg', 100, 1)
src.pumped++
return
src.add_fingerprint(user)
if ((src.s1 + src.s2) < 1)
user.show_message("\red *click* *click*", 2)
return
playsound(user, 'Gunshot.ogg', 100, 1)
for(var/mob/O in viewers(user, null))
O.show_message(text("\red <B>[] fires a shotgun at []!</B>", user, target), 1, "\red You hear a gunshot", 2)
var/turf/T = user.loc
var/turf/U = (istype(target, /atom/movable) ? target.loc : target)
if ((!( U ) || !( T )))
return
while(!( istype(U, /turf) ))
U = U.loc
if (!( istype(T, /turf) ))
return
if (U == T)
if (src.s1 == 1)
user.bullet_act(PROJECTILE_WEAKBULLET)
else if (src.s1 == 2)
user.bullet_act(PROJECTILE_BULLET)
return
if (src.s1 == 1)
var/obj/bullet/A = new /obj/bullet/weakbullet( user.loc )
src.pumped--
src.s1 = src.s2
src.s2 = src.s3
src.s3 = src.s4
src.s4 = src.s5
src.s5 = src.s6
src.s6 = src.s7
src.s7 = src.s8
src.s8 = 0
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
user.next_move = world.time + 4
spawn( 0 )
A.process()
if (!istype(U, /turf))
del(A)
return
else if (src.s1 == 2)
var/obj/bullet/A = new /obj/bullet( user.loc )
src.pumped--
src.s1 = src.s2
src.s2 = src.s3
src.s3 = src.s4
src.s4 = src.s5
src.s5 = src.s6
src.s6 = src.s7
src.s7 = src.s8
src.s8 = 0
A.current = U
A.yo = U.y - T.y
A.xo = U.x - T.x
user.next_move = world.time + 4
spawn( 0 )
A.process()
if (!istype(U, /turf))
del(A)
return
else if (src.s1 == 3)
src.pumped--
src.s1 = src.s2
src.s2 = src.s3
src.s3 = src.s4
src.s4 = src.s5
src.s5 = src.s6
src.s6 = src.s7
src.s7 = src.s8
src.s8 = 0
spawn( 0 )
return