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Slightly cleans up shotgun code (#25044)
* I love code quality * Update code/modules/projectiles/guns/projectile/shotgun.dm Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com> --------- Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
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@@ -15,8 +15,9 @@
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg'
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var/recentpump = 0 // to prevent spammage
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weapon_weight = WEAPON_HEAVY
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var/pump_time = 1 SECONDS // To prevent spammage
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COOLDOWN_DECLARE(pump_cooldown)
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/obj/item/gun/projectile/shotgun/examine(mob/user)
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. = ..()
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@@ -37,37 +38,32 @@
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/obj/item/gun/projectile/shotgun/process_chamber()
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return ..(0, 0)
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return ..(FALSE, FALSE)
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/obj/item/gun/projectile/shotgun/chamber_round()
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return
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/obj/item/gun/projectile/shotgun/can_shoot()
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if(!chambered)
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return 0
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return (chambered.BB ? 1 : 0)
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return FALSE
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return chambered.BB
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/obj/item/gun/projectile/shotgun/attack_self(mob/living/user)
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if(recentpump)
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if(!COOLDOWN_FINISHED(src, pump_cooldown))
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return
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pump(user)
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recentpump = 1
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spawn(10)
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recentpump = 0
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return
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COOLDOWN_START(src, pump_cooldown, pump_time)
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/obj/item/gun/projectile/shotgun/proc/pump(mob/M)
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playsound(M, 'sound/weapons/gun_interactions/shotgunpump.ogg', 60, 1)
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playsound(M, 'sound/weapons/gun_interactions/shotgunpump.ogg', 60, TRUE)
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pump_unload(M)
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pump_reload(M)
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return 1
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/obj/item/gun/projectile/shotgun/proc/pump_unload(mob/M)
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered.forceMove(get_turf(src))
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chambered.SpinAnimation(5, 1)
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playsound(src, chambered.casing_drop_sound, 60, 1)
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playsound(src, chambered.casing_drop_sound, 60, TRUE)
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chambered = null
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/obj/item/gun/projectile/shotgun/proc/pump_reload(mob/M)
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@@ -48,7 +48,7 @@
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if(bayonet && can_bayonet)
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. += knife_overlay
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/obj/item/gun/projectile/process_chamber(eject_casing = 1, empty_chamber = 1)
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/obj/item/gun/projectile/process_chamber(eject_casing = TRUE, empty_chamber = TRUE)
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var/obj/item/ammo_casing/ammo_chambered = chambered //Find chambered round
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if(!istype(ammo_chambered))
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chamber_round()
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