/obj/item/gun/rocketlauncher
var/projectile
name = "rocket launcher"
desc = "Say hello to my little friend"
icon_state = "rocket"
item_state = "rocket"
w_class = WEIGHT_CLASS_BULKY
throw_speed = 2
throw_range = 10
force = 5.0
flags = CONDUCT
origin_tech = "combat=6"
var/missile_speed = 2
var/missile_range = 30
var/max_rockets = 1
var/list/rockets = new/list()
/obj/item/gun/rocketlauncher/examine(mob/user)
. = ..()
. += "[rockets.len] / [max_rockets] rockets."
/obj/item/gun/rocketlauncher/Destroy()
QDEL_LIST(rockets)
rockets = null
return ..()
/obj/item/gun/rocketlauncher/update_icon()
return
/obj/item/gun/rocketlauncher/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_casing/rocket))
if(rockets.len < max_rockets)
user.drop_item()
I.loc = src
rockets += I
to_chat(user, "You put the rocket in [src].")
to_chat(user, "[rockets.len] / [max_rockets] rockets.")
else
to_chat(user, "[src] cannot hold more rockets.")
else
return ..()
/obj/item/gun/rocketlauncher/can_shoot()
return rockets.len
/obj/item/gun/rocketlauncher/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override = "")
if(rockets.len)
var/obj/item/ammo_casing/rocket/I = rockets[1]
var/obj/item/missile/M = new /obj/item/missile(user.loc)
playsound(user.loc, 'sound/effects/bang.ogg', 50, 1)
M.primed = 1
M.throw_at(target, missile_range, missile_speed, user, 1)
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([name]).")
log_game("[key_name_admin(user)] used a rocket launcher ([name]).")
rockets -= I
qdel(I)
else
to_chat(user, "[src] is empty.")