TG: - Removed support for the ONBACK and ONBELT flags.

- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
This commit is contained in:
Erthilo
2012-05-28 22:58:57 +01:00
parent 9b5d6f6ec3
commit a7dd312b3e
69 changed files with 863 additions and 914 deletions
+11 -11
View File
@@ -3,13 +3,13 @@
desc = "A bullet casing."
icon = 'ammo.dmi'
icon_state = "s-casing"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
throwforce = 1
w_class = 1.0
var
caliber = "" //Which kind of guns it can be loaded into
projectile_type = ""//The bullet type to create when New() is called
obj/item/projectile/BB = null //The loaded bullet
var/caliber = "" //Which kind of guns it can be loaded into
var/projectile_type = ""//The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
New()
@@ -28,18 +28,18 @@
desc = "A box of ammo"
icon_state = "357"
icon = 'ammo.dmi'
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
m_amt = 50000
throwforce = 2
w_class = 1.0
throw_speed = 4
throw_range = 10
var
list/stored_ammo = list()
ammo_type = "/obj/item/ammo_casing"
max_ammo = 7
multiple_sprites = 0
var/list/stored_ammo = list()
var/ammo_type = "/obj/item/ammo_casing"
var/max_ammo = 7
var/multiple_sprites = 0
New()
+21 -18
View File
@@ -4,7 +4,8 @@
icon = 'gun.dmi'
icon_state = "detective"
item_state = "gun"
flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BELT
m_amt = 2000
w_class = 3.0
throwforce = 5
@@ -13,19 +14,18 @@
force = 5.0
origin_tech = "combat=1"
var
fire_sound = 'Gunshot.ogg'
tmp/obj/item/projectile/in_chamber = null
caliber = ""
silenced = 0
recoil = 0
ejectshell = 1
tmp/list/mob/living/target //List of who yer targeting.
tmp/lock_time = -100
tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
automatic = 0 //Used to determine if you can target multiple people.
tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
var/fire_sound = 'Gunshot.ogg'
var/tmp/obj/item/projectile/in_chamber = null
var/caliber = ""
var/silenced = 0
var/recoil = 0
var/ejectshell = 1
var/tmp/list/mob/living/target //List of who yer targeting.
var/tmp/lock_time = -100
var/tmp/mouthshoot = 0 ///To stop people from suiciding twice... >.>
var/automatic = 0 //Used to determine if you can target multiple people.
var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person.
var/tmp/told_cant_shoot = 0 //So that it doesn't spam them with the fact they cannot hit them.
proc/load_into_chamber()
return 0
@@ -165,14 +165,16 @@
if (!istype(targloc) || !istype(curloc))
return
if(!special_check(user)) return
if(!special_check(user))
return
if(!load_into_chamber())
user.visible_message("*click click*", "\red <b>*click*</b>")
for(var/mob/K in viewers(usr))
K << 'empty.ogg'
return
if(!in_chamber) return
if(!in_chamber)
return
in_chamber.firer = user
in_chamber.def_zone = user.zone_sel.selecting
@@ -191,7 +193,7 @@
playsound(user, fire_sound, 10, 1)
else
playsound(user, fire_sound, 50, 1)
user.visible_message("\red [user] fires the [src]!", "\red You fire the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
user.visible_message("\red [user] fires \the [src]!", "\red You fire \the [src]!", "\blue You hear a [istype(in_chamber, /obj/item/projectile/beam) ? "laser blast" : "gunshot"]!")
in_chamber.original = targloc
in_chamber.loc = get_turf(user)
@@ -210,7 +212,8 @@
in_chamber.p_y = text2num(mouse_control["icon-y"])
spawn()
if(in_chamber) in_chamber.fired()
if(in_chamber)
in_chamber.fired()
sleep(1)
in_chamber = null
+5 -6
View File
@@ -4,12 +4,11 @@
desc = "A basic energy-based gun."
fire_sound = 'Taser.ogg'
var
obj/item/weapon/cell/power_supply //What type of power cell this uses
charge_cost = 100 //How much energy is needed to fire.
cell_type = "/obj/item/weapon/cell"
projectile_type = "/obj/item/projectile/energy"
modifystate
var/obj/item/weapon/cell/power_supply //What type of power cell this uses
var/charge_cost = 100 //How much energy is needed to fire.
var/cell_type = "/obj/item/weapon/cell"
var/projectile_type = "/obj/item/projectile/energy"
var/modifystate
emp_act(severity)
power_supply.use(round(power_supply.maxcharge / severity))
@@ -10,8 +10,7 @@
origin_tech = "combat=3;magnets=2"
modifystate = "energystun"
var
mode = 0 //0 = stun, 1 = kill
var/mode = 0 //0 = stun, 1 = kill
attack_self(mob/living/user as mob)
@@ -5,7 +5,8 @@
fire_sound = 'Laser.ogg'
origin_tech = "combat=2;magnets=4"
w_class = 4.0
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
charge_cost = 100
projectile_type = "/obj/item/projectile/ion"
@@ -27,7 +28,8 @@ obj/item/weapon/gun/energy/staff
icon_state = "staffofchange"
item_state = "staffofchange"
fire_sound = 'emitter.ogg'
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
w_class = 4.0
charge_cost = 200
projectile_type = "/obj/item/projectile/change"
+5 -6
View File
@@ -8,12 +8,11 @@
m_amt = 1000
force = 10 //Pistol whipp'n good. (It was frigging SIXTY on pre-goon code)
var
ammo_type = "/obj/item/ammo_casing/a357"
list/loaded = list()
max_shells = 7
load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
obj/item/ammo_magazine/empty_mag = null
var/ammo_type = "/obj/item/ammo_casing/a357"
var/list/loaded = list()
var/max_shells = 7
var/load_method = 0 //0 = Single shells or quick loader, 1 = box, 2 = magazine
var/obj/item/ammo_magazine/empty_mag = null
New()
@@ -6,14 +6,14 @@
max_shells = 4
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = "combat=4;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
var
recentpump = 0 // to prevent spammage
pumped = 0
obj/item/ammo_casing/current_shell = null
var/recentpump = 0 // to prevent spammage
var/pumped = 0
var/obj/item/ammo_casing/current_shell = null
load_into_chamber()
@@ -66,7 +66,8 @@
max_shells = 2
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY
slot_flags = SLOT_BACK
caliber = "shotgun"
origin_tech = "combat=3;materials=1"
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
@@ -124,8 +125,8 @@
item_state = "sawnshotgun"
w_class = 3.0
item_state = "gun"
flags &= ~ONBACK //you can't sling it on your back
flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"