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Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same. - Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy! - Energy Crossbow has a slightly higher shot capacity (still automatically recharges). - Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2). - Revolvers can either be loaded one shell at a time or all at once with an ammo box. - All guns now have a badmin var. Have fun (think shotguns). - A few admin-only guns have been removed (for now). They'll get re-added in a future update. - Shotguns no longer need to be pumped before firing (will change back in phase 2). - All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them. Hopefully I didn't miss anything. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -157,7 +157,7 @@ var/global/sent_strike_team = 0
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equip_if_possible(new /obj/item/weapon/storage/backpack(src), slot_back)
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equip_if_possible(new /obj/item/weapon/ammo/a357(src), slot_in_backpack)
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equip_if_possible(new /obj/item/ammo_magazine(src), slot_in_backpack)
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equip_if_possible(new /obj/item/weapon/storage/firstaid/regular(src), slot_in_backpack)
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equip_if_possible(new /obj/item/weapon/storage/flashbang_kit(src), slot_in_backpack)
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equip_if_possible(new /obj/item/device/flashlight(src), slot_in_backpack)
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@@ -170,10 +170,8 @@ var/global/sent_strike_team = 0
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equip_if_possible(new /obj/item/weapon/sword(src), slot_l_store)
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equip_if_possible(new /obj/item/weapon/flashbang(src), slot_r_store)
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equip_if_possible(new /obj/item/weapon/tank/emergency_oxygen(src), slot_s_store)
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equip_if_possible(new /obj/item/weapon/gun/projectile/mateba(src), slot_belt)
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var/obj/item/weapon/gun/revolver/GUN = new /obj/item/weapon/gun/revolver/mateba(src)
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GUN.bullets = 7
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equip_if_possible(GUN, slot_belt)
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//equip_if_possible(new /obj/item/weapon/gun/energy/pulse_rifle(src), slot_l_hand)
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/*Commented out because Commandos now have their rifles spawn in front of them, along with operation manuals.
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Useful for copy pasta since I'm lazy.*/
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@@ -189,7 +189,7 @@
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if(!istype(U, /turf))
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return
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var/obj/bullet/neurodart/A = new /obj/bullet/neurodart(usr.loc)
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var/obj/item/projectile/dart/A = new /obj/item/projectile/dart(usr.loc)
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A.current = U
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A.yo = U.y - T.y
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@@ -135,9 +135,8 @@ obj/item/weapon/robot_module/syndicate
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..()
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src.modules += new /obj/item/weapon/baton(src)
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src.modules += new /obj/item/weapon/handcuffs(src)
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src.modules += new /obj/item/weapon/gun/energy/taser_gun(src)
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src.emag = new /obj/item/weapon/gun/energy/laser_gun(src)
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src.emag:shot_delay = 7
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src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
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src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
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/obj/item/weapon/robot_module/janitor/New()
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@@ -175,7 +174,7 @@ obj/item/weapon/robot_module/syndicate
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*/ //Merged with Service borg, not a death, just a transformation
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obj/item/weapon/robot_module/syndicate/New()
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src.modules += new /obj/item/weapon/gun/energy/crossbow(src)
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src.modules += new /obj/item/weapon/gun/energy/crossbow/cyborg(src)
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src.modules += new /obj/item/weapon/card/emag(src)
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@@ -85,7 +85,7 @@
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src.fire_delay = rand(20,100)
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src.shot_number = 0
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use_power(1000)
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var/obj/beam/a_laser/A = new /obj/beam/a_laser( src.loc )
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var/obj/item/projectile/beam/A = new /obj/item/projectile/beam( src.loc )
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A.icon_state = "u_laser"
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playsound(src.loc, 'emitter.ogg', 25, 1)
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if(prob(35))
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