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:
crazyclonetheninja
2010-12-15 21:50:28 +00:00
parent 36aa7e8e10
commit 7e655d1c96
2 changed files with 41 additions and 282 deletions
+34 -269
View File
@@ -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