Admins can now edit shotguns to fire unlimited bullets. This, and the previous shotgun update, were coded by Barhandar.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@632 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
crazyclonetheninja
2010-12-16 00:30:45 +00:00
parent f0eb72e434
commit da12856ecb
2 changed files with 40 additions and 10 deletions
+38 -9
View File
@@ -258,7 +258,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
/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 (index == src.shellsmax) //...than sorry.
if (index == src.shellsmax || shellsunlimited >= 1) //...than sorry.
user << "\blue It's already fully loaded!"
return 1
else
@@ -272,7 +272,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
else if (istype(A, /obj/item/weapon/ammo/gshell))
//var/obj/item/weapon/ammo/gshell/A = B
if (index == src.shellsmax)
if (index == src.shellsmax || shellsunlimited >= 1)
user << "\blue It's already fully loaded!"
return 1
else
@@ -286,7 +286,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
else if (istype(A, /obj/item/weapon/ammo/blshell))
//var/obj/item/weapon/ammo/gshell/A = B
if (index == src.shellsmax)
if (index == src.shellsmax || shellsunlimited >= 1)
user << "\blue It's already fully loaded!"
return 1
else
@@ -312,7 +312,7 @@ obj/item/weapon/gun/revolver/attackby(obj/item/weapon/ammo/a357/A as obj, mob/us
src.pumped = 1
return
src.add_fingerprint(user)
if (!index)
if (!index && !shellsunlimited)
user.show_message("\red *click* *click*", 2)
return
playsound(user, 'Gunshot.ogg', 100, 1)
@@ -327,12 +327,12 @@ 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.shells[index] == 1)
if (src.shells[index] == 1 || shellsunlimited == 1)
user.bullet_act(PROJECTILE_WEAKBULLET)
else if (src.shells[index] == 2)
else if (src.shells[index] == 2 || shellsunlimited == 2)
user.bullet_act(PROJECTILE_BULLET)
return
if (src.shells[index] == 1)
if (src.shells[index] == 1 && !shellsunlimited)
var/obj/bullet/A = new /obj/bullet/weakbullet( user.loc )
src.pumped = 0
src.shells[index] = 0
@@ -346,7 +346,7 @@ 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.shells[index] == 2)
else if (src.shells[index] == 2 && !shellsunlimited)
var/obj/bullet/A = new /obj/bullet( user.loc )
src.pumped = 0
src.shells[index] = 0
@@ -360,12 +360,41 @@ 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.shells[index] == 3)
else if (src.shells[index] == 3 && !shellsunlimited)
src.pumped = 0
src.shells[index] = 0
index--
spawn( 0 )
return
//following code definitely can be made in a more efficient way, I just don't know it -- Barhandar
else if (shellsunlimited == 1)
var/obj/bullet/A = new /obj/bullet/weakbullet( user.loc )
src.pumped = 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 (shellsunlimited == 2)
var/obj/bullet/A = new /obj/bullet( user.loc )
src.pumped = 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 (shellsunlimited == 3) //I don't know why the fuck you'll need unlimited blank shells. Just to be sure. -- Barhandar
src.pumped = 0
spawn( 0 )
return