mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-22 19:47:22 +01:00
Shotguns now use a list for ammo instead of 8 vars.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@629 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -512,28 +512,22 @@
|
||||
/obj/item/weapon/gun/shotgun
|
||||
name = "shotgun"
|
||||
icon_state = "shotgun"
|
||||
var/shellsmax
|
||||
var/index
|
||||
var/list/shells = list() //At least, it's better than two/eight vars, Uhangi! -- Barhandar
|
||||
w_class = 3.0 //should go on back now, has no sprite for that atm because I can't sprite for shit -- Urist
|
||||
force = 7.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
var/pumped = 0.0
|
||||
var/s1 = 0.0
|
||||
var/s2 = 0.0
|
||||
var/pumped = 0
|
||||
shellsmax = 2
|
||||
|
||||
/obj/item/weapon/gun/combatshotgun
|
||||
/obj/item/weapon/gun/shotgun/combat
|
||||
name = "combat shotgun"
|
||||
icon_state = "cshotgun"
|
||||
w_class = 4.0
|
||||
force = 12.0
|
||||
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
|
||||
var/pumped = 0.0
|
||||
var/s1 = 0.0 // this can probably done in a much more efficient way, but who gives a fuck
|
||||
var/s2 = 0.0
|
||||
var/s3 = 0.0
|
||||
var/s4 = 0.0
|
||||
var/s5 = 0.0
|
||||
var/s6 = 0.0
|
||||
var/s7 = 0.0
|
||||
var/s8 = 0.0
|
||||
shellsmax = 8
|
||||
|
||||
/obj/item/weapon/gun/energy
|
||||
name = "energy"
|
||||
|
||||
@@ -247,72 +247,54 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
|
||||
// SHOTGUN
|
||||
|
||||
/obj/item/weapon/gun/shotgun/examine()
|
||||
set src in usr
|
||||
set src in usr // Maybe this is a reason for comment lower. -- Barhandar
|
||||
|
||||
if (src.s1 >= 1 && src.s2 >= 1)
|
||||
src.desc = "There are 2 shells left!"
|
||||
if (src.s1 >= 1 && src.s2 == 0)
|
||||
src.desc = "There is 1 shell left!"
|
||||
if (src.s1 == 0 && src.s2 == 0)
|
||||
src.desc = "There are no shells left!"
|
||||
src.desc = text("There are [src.index] shell\s left! Uses 12 gauge and beanbag.") //Doesn't shows the desc for some reason. -- Barhandar
|
||||
..()
|
||||
return
|
||||
|
||||
// if s1 is 0, not loaded. 1 is beanbag, 2 is 12gauge. same as s2.
|
||||
//0, not loaded. 1, beanbag, 2, 12gauge, 3, blank.
|
||||
|
||||
/obj/item/weapon/gun/shotgun/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))
|
||||
if (index == src.shellsmax) //...than sorry.
|
||||
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
|
||||
index++
|
||||
src.shells.len = index
|
||||
del(A)
|
||||
src.shells[index] = 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))
|
||||
if (index == src.shellsmax)
|
||||
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
|
||||
index++
|
||||
src.shells.len = index
|
||||
del(A)
|
||||
src.shells[index] = 2
|
||||
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))
|
||||
if (index == src.shellsmax)
|
||||
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
|
||||
index++
|
||||
src.shells.len = index
|
||||
del(A)
|
||||
src.shells[index] = 3
|
||||
return 1
|
||||
return 1
|
||||
return 1
|
||||
@@ -327,10 +309,10 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
|
||||
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++
|
||||
src.pumped = 1
|
||||
return
|
||||
src.add_fingerprint(user)
|
||||
if ((src.s1 + src.s2) < 1)
|
||||
if (!index)
|
||||
user.show_message("\red *click* *click*", 2)
|
||||
return
|
||||
playsound(user, 'Gunshot.ogg', 100, 1)
|
||||
@@ -345,16 +327,16 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
|
||||
if (!( istype(T, /turf) ))
|
||||
return
|
||||
if (U == T)
|
||||
if (src.s1 == 1)
|
||||
if (src.shells[index] == 1)
|
||||
user.bullet_act(PROJECTILE_WEAKBULLET)
|
||||
else if (src.s1 == 2)
|
||||
else if (src.shells[index] == 2)
|
||||
user.bullet_act(PROJECTILE_BULLET)
|
||||
return
|
||||
if (src.s1 == 1)
|
||||
if (src.shells[index] == 1)
|
||||
var/obj/bullet/A = new /obj/bullet/weakbullet( user.loc )
|
||||
src.pumped--
|
||||
src.s1 = src.s2
|
||||
src.s2 = 0
|
||||
src.pumped = 0
|
||||
src.shells[index] = 0
|
||||
index--
|
||||
A.current = U
|
||||
A.yo = U.y - T.y
|
||||
A.xo = U.x - T.x
|
||||
@@ -364,11 +346,11 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
|
||||
if (!istype(U, /turf))
|
||||
del(A)
|
||||
return
|
||||
else if (src.s1 == 2)
|
||||
else if (src.shells[index] == 2)
|
||||
var/obj/bullet/A = new /obj/bullet( user.loc )
|
||||
src.pumped--
|
||||
src.s1 = src.s2
|
||||
src.s2 = 0
|
||||
src.pumped = 0
|
||||
src.shells[index] = 0
|
||||
index--
|
||||
A.current = U
|
||||
A.yo = U.y - T.y
|
||||
A.xo = U.x - T.x
|
||||
@@ -378,227 +360,10 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
|
||||
if (!istype(U, /turf))
|
||||
del(A)
|
||||
return
|
||||
else if (src.s1 == 3)
|
||||
src.pumped--
|
||||
src.s1 = src.s2
|
||||
src.s2 = 0
|
||||
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.s3 = 1
|
||||
return 1
|
||||
else if (src.s4 == 0)
|
||||
del(A)
|
||||
src.s4 = 1
|
||||
return 1
|
||||
else if (src.s5 == 0)
|
||||
del(A)
|
||||
src.s5 = 1
|
||||
return 1
|
||||
else if (src.s6 == 0)
|
||||
del(A)
|
||||
src.s6 = 1
|
||||
return 1
|
||||
else if (src.s7 == 0)
|
||||
del(A)
|
||||
src.s7 = 1
|
||||
return 1
|
||||
else if (src.s8 == 0)
|
||||
del(A)
|
||||
src.s8 = 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.s3 = 2
|
||||
return 1
|
||||
else if (src.s4 == 0)
|
||||
del(A)
|
||||
src.s4 = 2
|
||||
return 1
|
||||
else if (src.s5 == 0)
|
||||
del(A)
|
||||
src.s5 = 2
|
||||
return 1
|
||||
else if (src.s6 == 0)
|
||||
del(A)
|
||||
src.s6 = 2
|
||||
return 1
|
||||
else if (src.s7 == 0)
|
||||
del(A)
|
||||
src.s7 = 2
|
||||
return 1
|
||||
else if (src.s8 == 0)
|
||||
del(A)
|
||||
src.s8 = 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.s3 = 3
|
||||
return 1
|
||||
else if (src.s4 == 0)
|
||||
del(A)
|
||||
src.s4 = 3
|
||||
return 1
|
||||
else if (src.s5 == 0)
|
||||
del(A)
|
||||
src.s5 = 3
|
||||
return 1
|
||||
else if (src.s6 == 0)
|
||||
del(A)
|
||||
src.s6 = 3
|
||||
return 1
|
||||
else if (src.s7 == 0)
|
||||
del(A)
|
||||
src.s7 = 3
|
||||
return 1
|
||||
else if (src.s8 == 0)
|
||||
del(A)
|
||||
src.s8 = 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
|
||||
else if (src.shells[index] == 3)
|
||||
src.pumped = 0
|
||||
src.shells[index] = 0
|
||||
index--
|
||||
spawn( 0 )
|
||||
return
|
||||
|
||||
|
||||
Reference in New Issue
Block a user