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https://github.com/ParadiseSS13/Paradise.git
synced 2026-07-17 18:13:34 +01:00
Revolver stuff
This commit is contained in:
@@ -13,7 +13,7 @@
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/obj/item/toy/blink = 2,
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/obj/item/weapon/storage/box/fakesyndiesuit = 2,
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/obj/item/toy/sword = 2,
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/obj/item/toy/gun = 2,
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/obj/item/weapon/gun/projectile/revolver/capgun = 2,
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/obj/item/toy/crossbow = 2,
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/obj/item/weapon/storage/fancy/crayons = 2,
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/obj/item/toy/spinningtoy = 2,
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@@ -60,8 +60,8 @@
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var/prizeselect = pickweight(prizes)
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new prizeselect(src.loc)
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if(istype(prizeselect, /obj/item/toy/gun)) //Ammo comes with the gun
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new /obj/item/toy/ammo/gun(src.loc)
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if(istype(prizeselect, /obj/item/weapon/gun/projectile/revolver/capgun)) //Ammo comes with the gun
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new /obj/item/ammo_box/caps(src.loc)
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else if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit
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new /obj/item/clothing/head/syndicatefake(src.loc)
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@@ -3,7 +3,6 @@
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* Balloons
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* Fake telebeacon
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* Fake singularity
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* Toy gun
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* Toy crossbow
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* Toy Tommy Gun
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* Toy swords
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@@ -125,78 +124,6 @@
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icon = 'icons/obj/singularity.dmi'
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icon_state = "singularity_s1"
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/*
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* Toy gun: Why isnt this an /obj/item/weapon/gun?
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*/
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/obj/item/toy/gun
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name = "cap gun"
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desc = "There are 0 caps left. Looks almost like the real thing! Ages 8 and up. Please recycle in an autolathe when you're out of caps!"
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icon = 'icons/obj/gun.dmi'
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icon_state = "revolver"
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item_state = "gun"
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lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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w_class = 3.0
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materials = list(MAT_METAL=10, MAT_GLASS=10)
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attack_verb = list("struck", "pistol whipped", "hit", "bashed")
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var/bullets = 7.0
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examine(mob/user)
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if(..(user, 0))
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user << "There are [bullets] caps\s left. Looks almost like the real thing! Ages 8 and up."
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attackby(obj/item/toy/ammo/gun/A as obj, mob/user as mob, params)
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if (istype(A, /obj/item/toy/ammo/gun))
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if (src.bullets >= 7)
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user << "\blue It's already fully loaded!"
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return 1
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if (A.amount_left <= 0)
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user << "\red There is no more caps!"
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return 1
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if (A.amount_left < (7 - src.bullets))
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src.bullets += A.amount_left
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user << text("\red You reload [] caps\s!", A.amount_left)
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A.amount_left = 0
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else
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user << text("\red You reload [] caps\s!", 7 - src.bullets)
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A.amount_left -= 7 - src.bullets
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src.bullets = 7
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A.update_icon()
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return 1
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return
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afterattack(atom/target as mob|obj|turf|area, mob/user as mob, flag)
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if (flag)
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return
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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return
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src.add_fingerprint(user)
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if (src.bullets < 1)
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user.show_message("<span class='alert'>*click* *click*</span>", 2)
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playsound(user, 'sound/weapons/empty.ogg', 100, 1)
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return
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playsound(user, 'sound/weapons/Gunshot.ogg', 100, 1)
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src.bullets--
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user.visible_message("<span class='danger'>[user] fires a cap gun at [target]!</span>", null, "You hear a gunshot.")
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/obj/item/toy/ammo/gun
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name = "ammo-caps"
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desc = "There are 7 caps left! Make sure to recyle the box in an autolathe when it gets empty."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "357-7"
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flags = CONDUCT
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w_class = 1.0
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materials = list(MAT_METAL=10, MAT_GLASS=10)
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var/amount_left = 7.0
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update_icon()
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src.icon_state = text("357-[]", src.amount_left)
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src.desc = text("There are [] caps\s left! Make sure to recycle the box in an autolathe when it gets empty.", src.amount_left)
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return
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/*
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* Toy crossbow
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@@ -84,7 +84,7 @@
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/obj/item/toy/balloon,
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/obj/item/toy/blink,
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/obj/item/toy/crossbow,
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/obj/item/toy/gun,
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/obj/item/weapon/gun/projectile/revolver/capgun,
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/obj/item/toy/katana,
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/obj/item/toy/prize/deathripley,
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/obj/item/toy/prize/durand,
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@@ -7,7 +7,7 @@
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/obj/item/toy/blink = 2,
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/obj/item/clothing/under/syndicate/tacticool = 2,
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/obj/item/toy/sword = 2,
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/obj/item/toy/gun = 2,
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/obj/item/weapon/gun/projectile/revolver/capgun = 2,
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/obj/item/toy/crossbow = 2,
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/obj/item/clothing/suit/syndicatefake = 2,
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/obj/item/weapon/storage/fancy/crayons = 2,
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@@ -28,8 +28,8 @@
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if(computer && !computer.stat)
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var/prizeselect = pickweight(prizes)
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new prizeselect(computer.loc)
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if(istype(prizeselect, /obj/item/toy/gun)) //Ammo comes with the gun
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new /obj/item/toy/ammo/gun(computer.loc)
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if(istype(prizeselect, /obj/item/weapon/gun/projectile/revolver/capgun)) //Ammo comes with the gun
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new /obj/item/ammo_box/caps(computer.loc)
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else if(istype(prizeselect, /obj/item/clothing/suit/syndicatefake)) //Helmet is part of the suit
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new /obj/item/clothing/head/syndicatefake(computer.loc)
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feedback_inc("arcade_win_normal")
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@@ -13,6 +13,11 @@
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caliber = "38"
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projectile_type = "/obj/item/projectile/bullet/weakbullet2/rubber"
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/obj/item/ammo_casing/cap
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desc = "A cap for children toys."
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caliber = "caps"
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projectile_type = "/obj/item/projectile/bullet/cap"
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/obj/item/ammo_casing/c10mm
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desc = "A 10mm bullet casing."
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@@ -12,6 +12,13 @@
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max_ammo = 6
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multiple_sprites = 1
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/obj/item/ammo_box/caps
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name = "speed loader (caps)"
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icon_state = "357"
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ammo_type = /obj/item/ammo_casing/cap
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max_ammo = 7
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multiple_sprites = 1
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/obj/item/ammo_box/c9mm
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name = "ammo box (9mm)"
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icon_state = "9mmbox"
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@@ -36,6 +36,13 @@
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caliber = "38"
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max_ammo = 6
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/obj/item/ammo_box/magazine/internal/cylinder/cap
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name = "cap gun revolver cylinder"
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desc = "Oh god, this shouldn't be here"
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ammo_type = "/obj/item/ammo_casing/cap"
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caliber = "cap"
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max_ammo = 7
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/obj/item/ammo_box/magazine/internal/shot
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name = "shotgun internal magazine"
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desc = "Oh god, this shouldn't be here"
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@@ -64,8 +64,26 @@
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..(user)
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user << "[get_ammo(0,0)] of those are live rounds."
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/obj/item/weapon/gun/projectile/revolver/proc/Spin()
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set name = "Spin cylinder"
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set desc = "Fun when you're bored out of your skull."
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set category = "Object"
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usr.visible_message("<span class='warning'>[usr] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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playsound(src.loc, 'sound/weapons/revolver_spin.ogg', 100, 1)
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chambered = null
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var/random = rand(1, magazine.max_ammo)
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if(random <= get_ammo(0,0))
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chamber_round()
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update_icon()
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/obj/item/weapon/gun/projectile/revolver/capgun
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name = "cap gun"
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desc = "Looks almost like the real thing! Ages 8 and up."
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origin_tech = "combat=1;materials=1"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/cap"
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/obj/item/weapon/gun/projectile/revolver/detective
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name = "\improper .38 Mars Special"
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desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
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name = "revolver"
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icon_state = "detective"
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@@ -168,43 +186,11 @@
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desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism that spins the chamber before each trigger pull."
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origin_tech = "combat=2;materials=2"
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mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/rus357"
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var/spun = 0
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/obj/item/weapon/gun/projectile/revolver/russian/New()
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..()
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Spin()
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update_icon()
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/obj/item/weapon/gun/projectile/revolver/russian/proc/Spin()
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chambered = null
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var/random = rand(1, magazine.max_ammo)
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if(random <= get_ammo(0,0))
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chamber_round()
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spun = 1
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/obj/item/weapon/gun/projectile/revolver/russian/attackby(var/obj/item/A as obj, mob/user as mob, params)
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..()
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user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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if(get_ammo() > 0)
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Spin()
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update_icon()
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A.update_icon()
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return
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/obj/item/weapon/gun/projectile/revolver/russian/attack_self(mob/user as mob)
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if(!spun && get_ammo(0,0))
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user.visible_message("<span class='warning'>[user] spins the chamber of the revolver.</span>", "<span class='warning'>You spin the revolver's chamber.</span>")
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Spin()
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else
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..()
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/obj/item/weapon/gun/projectile/revolver/russian/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)
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if (!spun)
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Spin()
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return
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..()
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spun = 0
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/obj/item/weapon/gun/projectile/revolver/russian/attack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj)
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@@ -229,6 +215,5 @@
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user.apply_damage(300, BRUTE, affecting, sharp=1) // You are dead, dead, dead.
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return
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spun = 0
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..()
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@@ -8,6 +8,17 @@
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embed = 1
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sharp = 1
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/obj/item/projectile/bullet/cap
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name = "cap"
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damage = 0
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nodamage = 1
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embed = 0
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sharp = 0
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/obj/item/projectile/bullet/cap/process()
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loc = null
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qdel(src)
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/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
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damage = 5
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stamina = 80
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