Reduce lines by removing blank lines added by PJ's script

This commit is contained in:
Tigercat2000
2016-04-05 08:25:57 -07:00
parent 9d430844c3
commit 78f53553f8
1049 changed files with 3 additions and 8630 deletions
-3
View File
@@ -35,7 +35,6 @@
..(user)
to_chat(user, "It has [spikes] [spikes == 1 ? "spike" : "spikes"] remaining.")
/obj/item/weapon/gun/launcher/spikethrower/update_icon()
icon_state = "spikethrower[spikes]"
@@ -47,7 +46,6 @@
var/mob/living/carbon/human/H = user
if(H.species && H.species.name != "Vox" && H.species.name != "Vox Armalis")
to_chat(user, "\red \The [src] does not respond to you!")
return 0
return 1
@@ -92,7 +90,6 @@
..()
return
to_chat(user, "\red \The [src] is far too large for you to pick up.")
return
/obj/item/weapon/gun/energy/noisecannon/process_chambered() //Does not have ammo.
@@ -22,7 +22,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/taser2.ogg'
to_chat(user, "\red [src.name] is now set to Disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "advtaserdisable"
fire_delay = 0
@@ -31,7 +30,6 @@
charge_cost = 2000
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "advtaserstun"
fire_delay = 15
@@ -23,7 +23,6 @@
to_chat(user, "<span class = 'warning'>You adjust [src.name] to the kill setting.</span>")
else
fire_mode = 0
charge_cost = 2000
@@ -35,5 +34,4 @@
to_chat(user, "<span class = 'info'>You adjust [src.name] to the stun setting.</span>")
update_icon()
@@ -19,7 +19,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
modifystate = "hoslaserkill"
fire_delay = 0
@@ -28,7 +27,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/taser2.ogg'
to_chat(user, "\red [src.name] is now set to disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "hoslaserdisable"
fire_delay = 0
@@ -37,7 +35,6 @@
charge_cost = 2000
fire_sound = 'sound/weapons/taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
modifystate = "hoslaserstun"
fire_delay = 15
@@ -126,7 +126,6 @@ obj/item/weapon/gun/energy/laser/retro
if(istype(M.wear_suit, /obj/item/clothing/suit/bluetag))
return 1
to_chat(M, "\red You need to be wearing your laser tag vest!")
return 0
/obj/item/weapon/gun/energy/laser/redtag
@@ -145,5 +144,4 @@ obj/item/weapon/gun/energy/laser/retro
if(istype(M.wear_suit, /obj/item/clothing/suit/redtag))
return 1
to_chat(M, "\red You need to be wearing your laser tag vest!")
return 0
@@ -20,7 +20,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
modifystate = "energykill"
if(1)
@@ -28,7 +27,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/Taser2.ogg'
to_chat(user, "\red [src.name] is now set to disable.")
projectile_type = "/obj/item/projectile/beam/disabler"
modifystate = "energystun"
update_icon()
@@ -99,19 +97,15 @@
for (var/mob/living/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it
if (src in M.contents)
to_chat(M, "\red Your gun feels pleasantly warm for a moment.")
else
to_chat(M, "\red You feel a warm sensation.")
M.apply_effect(rand(3,120), IRRADIATE)
lightfail = 1
else
for (var/mob/living/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES
if (src in M.contents)
to_chat(M, "\red Your gun's reactor overloads!")
to_chat(M, "\red You feel a wave of heat wash over you.")
M.apply_effect(300, IRRADIATE)
crit_fail = 1 //break the gun so it stops recharging
processing_objects.Remove(src)
@@ -180,7 +174,6 @@
charge_cost = 500
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = /obj/item/projectile/beam
modifystate = "energykill"
fire_delay = 0
@@ -189,7 +182,6 @@
charge_cost = 1000
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = /obj/item/projectile/energy/electrode
modifystate = "energystun"
fire_delay = 15
@@ -22,21 +22,18 @@
charge_cost = 50
fire_sound = 'sound/weapons/Taser.ogg'
to_chat(user, "\red [src.name] is now set to stun.")
projectile_type = "/obj/item/projectile/energy/electrode"
if(0)
mode = 1
charge_cost = 100
fire_sound = 'sound/weapons/Laser.ogg'
to_chat(user, "\red [src.name] is now set to kill.")
projectile_type = "/obj/item/projectile/beam"
if(1)
mode = 2
charge_cost = 200
fire_sound = 'sound/weapons/pulse.ogg'
to_chat(user, "\red [src.name] is now set to DESTROY.")
projectile_type = "/obj/item/projectile/beam/pulse"
return
@@ -63,7 +60,6 @@
attack_self(mob/living/user as mob)
to_chat(user, "\red [src.name] has three settings, and they are all DESTROY.")
/obj/item/weapon/gun/energy/pulse_rifle/carbine
name = "pulse carbine"
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
@@ -51,14 +51,12 @@
mode = 1
charge_cost = 1000
to_chat(user, "\red The [src.name] is now set to increase yield.")
projectile_type = "/obj/item/projectile/energy/florayield"
modifystate = "florayield"
if(1)
mode = 0
charge_cost = 1000
to_chat(user, "\red The [src.name] is now set to induce mutations.")
projectile_type = "/obj/item/projectile/energy/floramut"
modifystate = "floramut"
update_icon()
@@ -120,12 +118,10 @@ obj/item/weapon/gun/energy/staff/focus
if(projectile_type == "/obj/item/projectile/forcebolt")
charge_cost = 200
to_chat(user, "\red The [src.name] will now strike a small area.")
projectile_type = "/obj/item/projectile/forcebolt/strong"
else
charge_cost = 100
to_chat(user, "\red The [src.name] will now strike only a single person.")
projectile_type = "/obj/item/projectile/forcebolt"
*/
@@ -179,11 +175,9 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
set popup_menu = 0
if(usr.stat || !(istype(usr,/mob/living/carbon/human)))
to_chat(usr, "You are unable to focus down the scope of the rifle.")
return
if(!zoom && usr.get_active_hand() != src)
to_chat(usr, "You are too distracted to look down the scope, perhaps if it was in your active hand this might work better")
return
if(usr.client.view == world.view)
@@ -200,7 +194,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
to_chat(usr, "<font color='[zoom?"blue":"red"]'>Zoom mode [zoom?"en":"dis"]abled.</font>")
/obj/item/weapon/gun/energy/kinetic_accelerator
name = "proto-kinetic accelerator"
desc = "According to Nanotrasen accounting, this is mining equipment. It's been modified for extreme power output to crush rocks, but often serves as a miner's first defense against hostile alien life; it's not very powerful unless used in a low pressure environment."
@@ -249,7 +242,6 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
else if(user)
to_chat(usr, "<span class='warning'>You silently charge [src].<span>")
recently_fired = 0
update_icon()
@@ -302,19 +294,16 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(power_supply)
to_chat(user, "<span class='notice'>[src] is [round(power_supply.percent())]% charged.</span>")
/obj/item/weapon/gun/energy/plasmacutter/attackby(var/obj/item/A, var/mob/user)
if(istype(A, /obj/item/stack/sheet/mineral/plasma))
var/obj/item/stack/sheet/S = A
S.use(1)
power_supply.give(10000)
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else if(istype(A, /obj/item/weapon/ore/plasma))
qdel(A)
power_supply.give(5000)
to_chat(user, "<span class='notice'>You insert [A] in [src], recharging it.</span>")
else
..()
@@ -388,13 +377,11 @@ modules/mob/living/carbon/human/life.dm if you die, you will be zoomed out.
if(0)
mode = 1
to_chat(user, "<span class='warning'>[name] is now set to orange.</span>")
projectile_type = "/obj/item/projectile/beam/wormhole/orange"
modifystate = "wormhole_projector_orange"
if(1)
mode = 0
to_chat(user, "<span class='warning'>[name] is now set to blue.</span>")
projectile_type = "/obj/item/projectile/beam/wormhole"
modifystate = "wormhole_projector"
update_icon()
@@ -43,7 +43,6 @@
if(istype(W, /obj/item/weapon/card/emag) && !emagged)
emagged = 1
to_chat(user, "<span class='caution'>You double the gun's temperature cap! Targets hit by searing beams will burst into flames!</span>")
desc = "A gun that changes the body temperature of its targets. Its temperature cap has been hacked."
/obj/item/weapon/gun/energy/temperature/Topic(href, href_list)
-2
View File
@@ -34,7 +34,6 @@
var/area/A = get_area(user)
if(istype(A, /area/wizard_station))
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>")
return
else
no_den_usage = 0
@@ -64,5 +63,4 @@
/obj/item/weapon/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
to_chat(user, "<span class='warning'>The [name] whizzles quietly.<span>")
return
@@ -29,13 +29,11 @@
..(user)
to_chat(user, "Has [charges] charge\s remaining.")
/obj/item/weapon/gun/magic/wand/attack_self(mob/living/user as mob)
if(charges)
zap_self(user)
else
to_chat(user, "<span class='caution'>The [name] whizzles quietly.<span>")
..()
/obj/item/weapon/gun/magic/wand/attack(atom/target as mob, mob/living/user as mob)
@@ -46,7 +44,6 @@
/obj/item/weapon/gun/magic/wand/afterattack(atom/target as mob, mob/living/user as mob)
if(!charges && !drained)
to_chat(user, "<span class='warning'>The [name] whizzles quietly.<span>")
icon_state = "[icon_state]-drained"
drained = 1
return
@@ -55,7 +52,6 @@
var/area/A = get_area(user)
if(istype(A, /area/wizard_station))
to_chat(user, "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>")
return
else
no_den_usage = 0
@@ -78,7 +74,6 @@
var/message ="<span class='warning'>You irradiate yourself with pure energy! "
message += pick("Do not pass go. Do not collect 200 zorkmids.</span>","You feel more confident in your spell casting skills.</span>","You Die...</span>","Do you want your possessions identified?</span>")
to_chat(user, message)
user.adjustOxyLoss(500)
charges--
..()
@@ -101,7 +96,6 @@
user.heal_overall_damage(user.getBruteLoss(), user.getFireLoss())
user.reagents.clear_reagents()
to_chat(user, "<span class='notice'>You feel great!</span>")
charges--
..()
@@ -67,25 +67,21 @@
magazine = AM
magazine.loc = src
to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
chamber_round()
A.update_icon()
update_icon()
return 1
else if (magazine)
to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
if(istype(A, /obj/item/weapon/suppressor))
var/obj/item/weapon/suppressor/S = A
if(can_suppress)
if(!silenced)
if(user.l_hand != src && user.r_hand != src)
to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
return
user.drop_item()
to_chat(user, "<span class='notice'>You screw [S] onto [src].</span>")
silenced = A
S.oldsound = fire_sound
S.initial_w_class = w_class
@@ -96,11 +92,9 @@
return
else
to_chat(user, "<span class='warning'>[src] already has a suppressor.</span>")
return
else
to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src].</span>")
return
return 0
@@ -112,7 +106,6 @@
..()
return
to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
user.put_in_hands(silenced)
fire_sound = S.oldsound
w_class = S.initial_w_class
@@ -128,10 +121,8 @@
magazine.update_icon()
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of \the [src]!</span>")
else
to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
update_icon()
return
@@ -139,7 +130,6 @@
..(user)
to_chat(user, "Has [get_ammo()] round\s remaining.")
/obj/item/weapon/gun/projectile/proc/get_ammo(var/countchambered = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
@@ -37,13 +37,11 @@
if(istype(AM, text2path(mag_type)))
if(magazine)
to_chat(user, "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>")
magazine.forceMove(get_turf(src.loc))
magazine.update_icon()
magazine = null
else
to_chat(user, "<span class='notice'>You insert the magazine into \the [src].</span>")
user.remove_from_mob(AM)
magazine = AM
magazine.forceMove(src)
@@ -62,13 +60,11 @@
burst_size = 1
fire_delay = 0
to_chat(user, "<span class='notice'>You switch to semi-automatic.</span>")
else
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
@@ -149,7 +145,6 @@
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
cover_open = !cover_open
to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
update_icon()
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
@@ -160,7 +155,6 @@
/obj/item/weapon/gun/projectile/automatic/l6_saw/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
if(cover_open)
to_chat(user, "<span class='notice'>[src]'s cover is open! Close it before firing!</span>")
else
..()
update_icon()
@@ -181,11 +175,9 @@
to_chat(user, "<span class='notice'>You remove the magazine from [src].</span>")
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob, params)
if(!cover_open && istype(A, mag_type))
to_chat(user, "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>")
return
..()
@@ -255,17 +247,14 @@
burst_size = initial(burst_size)
fire_delay = initial(fire_delay)
to_chat(user, "<span class='notice'>You switch to [burst_size] round burst.</span>")
if(1)
select = 2
to_chat(user, "<span class='notice'>You switch to grenades.</span>")
if(2)
select = 0
burst_size = 1
fire_delay = 0
to_chat(user, "<span class='notice'>You switch to semi-auto.</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_icon()
return
@@ -43,7 +43,6 @@
/obj/item/weapon/arrow/rod/removed(mob/user)
if(throwforce == 15) // The rod has been superheated - we don't want it to be useable when removed from the bow.
to_chat(user, "[src] shatters into a scattering of overstressed metal shards as it leaves the crossbow.")
var/obj/item/weapon/shard/shrapnel/S = new()
S.loc = get_turf(src)
qdel(src)
@@ -82,7 +81,6 @@
/obj/item/weapon/gun/launcher/crossbow/special_check(user)
if(tension <= 0)
to_chat(user, "\red \The [src] is not drawn back!")
return 0
return 1
@@ -114,7 +112,6 @@
if(!in_chamber)
to_chat(user, "You don't have anything nocked to [src].")
return
if(user.restrained())
@@ -136,7 +133,6 @@
if(tension>=max_tension)
tension = max_tension
to_chat(usr, "[src] clunks as you draw the string to its maximum tension!")
else
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
@@ -167,23 +163,19 @@
W.loc = src
cell = W
to_chat(user, "<span class='notice'>You jam [cell] into [src] and wire it to the firing coil.</span>")
superheat_rod(user)
else
to_chat(user, "<span class='notice'>[src] already has a cell installed.</span>")
else if(istype(W, /obj/item/weapon/screwdriver))
if(cell)
var/obj/item/C = cell
C.loc = get_turf(user)
to_chat(user, "<span class='notice'>You jimmy [cell] out of [src] with [W].</span>")
cell = null
else
to_chat(user, "<span class='notice'>[src] doesn't have a cell installed.</span>")
else
..()
@@ -195,7 +187,6 @@
if(!istype(in_chamber,/obj/item/weapon/arrow/rod)) return
to_chat(user, "<span class='notice'>[in_chamber] plinks and crackles as it begins to glow red-hot.</span>")
in_chamber.throwforce = 15
in_chamber.icon_state = "metal-rod-superheated"
cell.use(500)
@@ -239,7 +230,6 @@
if(tension>=max_tension)
tension = max_tension
to_chat(usr, "[src] clunks as you draw the string to its maximum tension!")
else
user.visible_message("[usr] draws back the string of [src]!","You continue drawing back the string of [src]!")
spawn(25) increase_tension(user)
@@ -261,20 +251,15 @@
switch(buildstate)
if(1)
to_chat(user, "It has a loose rod frame in place.")
if(2)
to_chat(user, "It has a steel backbone welded in place.")
if(3)
to_chat(user, "It has a steel backbone and a cell mount installed.")
if(4)
to_chat(user, "It has a steel backbone, plastic lath and a cell mount installed.")
if(5)
to_chat(user, "It has a steel cable loosely strung across the lath.")
/obj/item/weapon/crossbowframe/attackby(obj/item/W as obj, mob/user as mob, params)
if(istype(W,/obj/item/stack/rods))
if(buildstate == 0)
@@ -282,12 +267,10 @@
if(R.amount >= 3)
R.use(3)
to_chat(user, "\blue You assemble a backbone of rods around the wooden stock.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least three rods to complete this task.")
return
else if(istype(W,/obj/item/weapon/weldingtool))
if(buildstate == 1)
@@ -296,7 +279,6 @@
if(!src || !T.isOn()) return
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
to_chat(user, "\blue You weld the rods into place.")
buildstate++
update_icon()
return
@@ -306,23 +288,19 @@
if(C.amount >= 5)
C.use(5)
to_chat(user, "\blue You wire a crude cell mount into the top of the crossbow.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least five segments of cable coil to complete this task.")
return
else if(buildstate == 4)
if(C.amount >= 5)
C.use(5)
to_chat(user, "\blue You string a steel cable across the crossbow's lath.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least five segments of cable coil to complete this task.")
return
else if(istype(W,/obj/item/stack/sheet/mineral/plastic))
if(buildstate == 3)
@@ -330,17 +308,14 @@
if(P.amount >= 3)
P.use(3)
to_chat(user, "\blue You assemble and install a heavy plastic lath onto the crossbow.")
buildstate++
update_icon()
else
to_chat(user, "\blue You need at least three plastic sheets to complete this task.")
return
else if(istype(W,/obj/item/weapon/screwdriver))
if(buildstate == 5)
to_chat(user, "\blue You secure the crossbow's various parts.")
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
qdel(src)
return
@@ -30,7 +30,6 @@
/obj/item/weapon/gun/launcher/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
if (M == user && user.zone_sel.selecting == "mouth")
to_chat(user, "\red Shooting yourself with \a [src] is pretty tricky. You can't seem to manage it.")
return
..()
@@ -41,7 +40,6 @@
if (!user.IsAdvancedToolUser())
to_chat(user, "\red You don't have the dexterity to do this!")
return 0
add_fingerprint(user)
@@ -58,7 +56,6 @@
if (!ready_to_fire())
if (world.time % 3) //to prevent spam
to_chat(user, "<span class='warning'>[src] is not ready to fire again!")
return 0
if(!chamber_round()) //CHECK
@@ -33,7 +33,6 @@
num_loaded++
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
A.update_icon()
update_icon()
chamber_round()
@@ -50,11 +49,9 @@
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class = 'notice'>You unload [num_unloaded] shell\s from [src]!</span>")
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
/obj/item/weapon/gun/projectile/revolver/get_ammo(var/countchambered = 0, var/countempties = 1)
var/boolets = 0 //mature var names for mature people
if (chambered && countchambered)
@@ -67,7 +64,6 @@
..(user)
to_chat(user, "[get_ammo(0,0)] of those are live rounds.")
/obj/item/weapon/gun/projectile/revolver/verb/spin_revolver()
set name = "Spin cylinder"
set desc = "Fun when you're bored out of your skull."
@@ -103,7 +99,6 @@
return 1
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
to_chat(M, "<span class='danger'>[src] blows up in your face!</span>")
M.take_organ_damage(0,20)
M.drop_item()
qdel(src)
@@ -121,7 +116,6 @@
if(src && input && !M.stat && in_range(M,src))
name = input
to_chat(M, "You name the gun [input]. Say hello to your new friend.")
return 1
/obj/item/weapon/gun/projectile/revolver/detective/verb/reskin_gun()
@@ -141,7 +135,6 @@
if(src && choice && !M.stat && in_range(M,src))
icon_state = options[choice]
to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
return 1
/obj/item/weapon/gun/projectile/revolver/detective/attackby(var/obj/item/A as obj, mob/user as mob, params)
@@ -149,7 +142,6 @@
if(istype(A, /obj/item/weapon/screwdriver) || istype(A, /obj/item/weapon/conversion_kit))
if(magazine.caliber == "38")
to_chat(user, "<span class='notice'>You begin to reinforce the barrel of [src].</span>")
if(magazine.ammo_count())
afterattack(user, user) //you know the drill
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
@@ -157,7 +149,6 @@
if(do_after(user, 30, target = src))
if(magazine.ammo_count())
to_chat(user, "<span class='notice'>You can't modify it!</span>")
return
if (istype(A, /obj/item/weapon/conversion_kit))
ghettomodded = 0
@@ -166,10 +157,8 @@
magazine.caliber = "357"
desc = "[initial(desc)] The barrel and chamber assembly seems to have been modified."
to_chat(user, "<span class='warning'>You reinforce the barrel of [src]! Now it will fire .357 rounds.</span>")
else
to_chat(user, "<span class='notice'>You begin to revert the modifications to [src].</span>")
if(magazine.ammo_count())
afterattack(user, user) //and again
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>[src] goes off in your face!</span>")
@@ -177,7 +166,6 @@
if(do_after(user, 30, target = src))
if(magazine.ammo_count())
to_chat(user, "<span class='notice'>You can't modify it!</span>")
return
ghettomodded = 0
magazine.caliber = "38"
@@ -187,7 +175,6 @@
/obj/item/weapon/gun/projectile/revolver/mateba
name = "\improper Unica 6 auto-revolver"
desc = "A retro high-powered autorevolver typically used by officers of the New Russia military. Uses .357 ammo." //>10mm hole >.357
@@ -20,7 +20,6 @@
if(..(user, 2))
to_chat(user, "\blue [rockets.len] / [max_rockets] rockets.")
/obj/item/weapon/gun/rocketlauncher/attackby(obj/item/I as obj, mob/user as mob, params)
if(istype(I, /obj/item/ammo_casing/rocket))
if(rockets.len < max_rockets)
@@ -28,13 +27,10 @@
I.loc = src
rockets += I
to_chat(user, "\blue You put the rocket in [src].")
to_chat(user, "\blue [rockets.len] / [max_rockets] rockets.")
else
to_chat(usr, "\red [src] cannot hold more rockets.")
/obj/item/weapon/gun/rocketlauncher/can_fire()
return rockets.len
@@ -52,4 +48,3 @@
return
else
to_chat(usr, "\red [src] is empty.")
@@ -30,7 +30,6 @@
num_loaded++
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
A.update_icon()
update_icon()
@@ -75,7 +74,6 @@
if (chambered)
to_chat(user, "A [chambered.BB ? "live" : "spent"] one is in the chamber.")
/obj/item/weapon/gun/projectile/shotgun/isHandgun() //You cannot, in fact, holster a shotgun.
return 0
@@ -120,7 +118,6 @@
/obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(var/obj/item/A as obj, mob/user as mob)
if(!bolt_open)
to_chat(user, "<span class='notice'>The bolt is closed!</span>")
return
. = ..()
@@ -128,7 +125,6 @@
..(user)
to_chat(user, "The bolt is [bolt_open ? "open" : "closed"].")
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
desc = "Careful not to lose your head."
@@ -196,11 +192,9 @@
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class = 'notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
else
to_chat(user, "<span class='notice'>[src] is empty.</span>")
/obj/item/weapon/gun/projectile/revolver/doublebarrel/isHandgun() //contrary to popular opinion, double barrels are not, shockingly, handguns
return 0
@@ -226,11 +220,9 @@
slot_flags = SLOT_BACK
icon_state = "ishotgunsling"
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling.</span>")
return
// Sawing guns related procs //
@@ -245,7 +237,6 @@
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user as mob)
if(sawn_state == SAWN_OFF)
to_chat(user, "<span class='notice'>\The [src] is already shortened.</span>")
return
if(sawn_state == SAWN_SAWING)
@@ -31,12 +31,10 @@
/obj/item/weapon/gun/syringe/examine(mob/user)
..(user)
to_chat(user, "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining.")
/obj/item/weapon/gun/syringe/attack_self(mob/living/user as mob)
if(!syringes.len)
to_chat(user, "<span class='notice'>[src] is empty.</span>")
return 0
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
@@ -47,7 +45,6 @@
syringes.Remove(S)
to_chat(user, "<span class='notice'>You unload [S] from \the [src]!</span>")
return 1
/obj/item/weapon/gun/syringe/attackby(var/obj/item/A as obj, mob/user as mob, var/show_msg = 1, params)
@@ -55,13 +52,11 @@
if(syringes.len < max_syringes)
user.drop_item()
to_chat(user, "<span class='notice'>You load [A] into \the [src]!</span>")
syringes.Add(A)
A.forceMove(src)
return 1
else
to_chat(usr, "<span class='notice'>[src] cannot hold more syringes.</span>")
return 0
/obj/item/weapon/gun/syringe/rapidsyringe