/obj/item/gun/projectile/shotgun name = "shotgun" desc = "A traditional shotgun with wood furniture and a four-shell capacity underneath." icon_state = "shotgun" item_state = "shotgun" w_class = WEIGHT_CLASS_BULKY force = 10 flags = CONDUCT slot_flags = SLOT_BACK origin_tech = "combat=4;materials=2" mag_type = /obj/item/ammo_box/magazine/internal/shot fire_sound = 'sound/weapons/gunshots/gunshot_shotgun.ogg' var/recentpump = 0 // to prevent spammage weapon_weight = WEAPON_MEDIUM /obj/item/gun/projectile/shotgun/attackby(obj/item/A, mob/user, params) . = ..() if(.) return var/num_loaded = magazine.attackby(A, user, params, 1) if(num_loaded) to_chat(user, "You load [num_loaded] shell\s into \the [src]!") A.update_icon() update_icon() /obj/item/gun/projectile/shotgun/process_chamber() return ..(0, 0) /obj/item/gun/projectile/shotgun/chamber_round() return /obj/item/gun/projectile/shotgun/can_shoot() if(!chambered) return 0 return (chambered.BB ? 1 : 0) /obj/item/gun/projectile/shotgun/attack_self(mob/living/user) if(recentpump) return pump(user) recentpump = 1 spawn(10) recentpump = 0 return /obj/item/gun/projectile/shotgun/proc/pump(mob/M) playsound(M, 'sound/weapons/gun_interactions/shotgunpump.ogg', 60, 1) pump_unload(M) pump_reload(M) update_icon() //I.E. fix the desc return 1 /obj/item/gun/projectile/shotgun/proc/pump_unload(mob/M) if(chambered)//We have a shell in the chamber chambered.loc = get_turf(src)//Eject casing chambered.SpinAnimation(5, 1) playsound(src, chambered.drop_sound, 60, 1) chambered = null /obj/item/gun/projectile/shotgun/proc/pump_reload(mob/M) if(!magazine.ammo_count()) return 0 var/obj/item/ammo_casing/AC = magazine.get_round() //load next casing. chambered = AC /obj/item/gun/projectile/shotgun/examine(mob/user) . = ..() if(chambered) . += "A [chambered.BB ? "live" : "spent"] one is in the chamber." /obj/item/gun/projectile/shotgun/isHandgun() //You cannot, in fact, holster a shotgun. return 0 /obj/item/gun/projectile/shotgun/lethal mag_type = /obj/item/ammo_box/magazine/internal/shot/lethal // RIOT SHOTGUN // /obj/item/gun/projectile/shotgun/riot //for spawn in the armory name = "riot shotgun" desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control." icon_state = "riotshotgun" mag_type = /obj/item/ammo_box/magazine/internal/shot/riot sawn_desc = "Come with me if you want to live." sawn_state = SAWN_INTACT /obj/item/gun/projectile/shotgun/riot/attackby(obj/item/A, mob/user, params) if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter)) sawoff(user) if(istype(A, /obj/item/melee/energy)) var/obj/item/melee/energy/W = A if(W.active) sawoff(user) if(istype(A, /obj/item/pipe)) unsaw(A, user) else return ..() /obj/item/gun/projectile/shotgun/riot/sawoff(mob/user) if(sawn_state == SAWN_OFF) to_chat(user, "[src] has already been shortened!") return if(istype(loc, /obj/item/storage)) //To prevent inventory exploits to_chat(user, "How do you plan to modify [src] while it's in a bag.") return if(chambered) //if the gun is chambering live ammo, shoot self, if chambering empty ammo, 'click' if(chambered.BB) afterattack(user, user) user.visible_message("\The [src] goes off!", "\The [src] goes off in your face!") return else afterattack(user, user) user.visible_message("The [src] goes click!", "The [src] you are holding goes click.") if(magazine.ammo_count()) //Spill the mag onto the floor user.visible_message("[user.name] opens [src] up and the shells go goes flying around!", "You open [src] up and the shells go goes flying everywhere!!") while(get_ammo(0) > 0) var/obj/item/ammo_casing/CB CB = magazine.get_round(0) if(CB) CB.loc = get_turf(loc) CB.update_icon() if(do_after(user, 30, target = src)) user.visible_message("[user] shortens \the [src]!", "You shorten \the [src].") post_sawoff() return 1 /obj/item/gun/projectile/shotgun/riot/proc/post_sawoff() name = "assault shotgun" desc = sawn_desc w_class = WEIGHT_CLASS_NORMAL current_skin = "riotshotgun-short" item_state = "gun" //phil235 is it different with different skin? 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) sawn_state = SAWN_OFF magazine.max_ammo = 3 update_icon() /obj/item/gun/projectile/shotgun/riot/proc/unsaw(obj/item/A, mob/user) if(sawn_state == SAWN_INTACT) to_chat(user, "[src] has not been shortened!") return if(istype(loc, /obj/item/storage)) //To prevent inventory exploits to_chat(user, "How do you plan to modify [src] while it's in a bag.") return if(chambered) //if the gun is chambering live ammo, shoot self, if chambering empty ammo, 'click' if(chambered.BB) afterattack(user, user) user.visible_message("\The [src] goes off!", "\The [src] goes off in your face!") return else afterattack(user, user) user.visible_message("The [src] goes click!", "The [src] you are holding goes click.") if(magazine.ammo_count()) //Spill the mag onto the floor user.visible_message("[user.name] opens [src] up and the shells go goes flying around!", "You open [src] up and the shells go goes flying everywhere!!") while(get_ammo() > 0) var/obj/item/ammo_casing/CB CB = magazine.get_round(0) if(CB) CB.loc = get_turf(loc) CB.update_icon() if(do_after(user, 30, target = src)) qdel(A) user.visible_message("[user] lengthens [src]!", "You lengthen [src].") post_unsaw(user) return 1 /obj/item/gun/projectile/shotgun/riot/proc/post_unsaw() name = initial(name) desc = initial(desc) w_class = initial(w_class) current_skin = "riotshotgun" item_state = initial(item_state) slot_flags &= ~SLOT_BELT slot_flags |= SLOT_BACK sawn_state = SAWN_INTACT magazine.max_ammo = 6 update_icon() /obj/item/gun/projectile/shotgun/riot/update_icon() //Can't use the old proc as it makes it go to riotshotgun-short_sawn ..() if(current_skin) icon_state = "[current_skin]" else icon_state = "[initial(icon_state)]" /obj/item/gun/projectile/shotgun/riot/short mag_type = /obj/item/ammo_box/magazine/internal/shot/riot/short /obj/item/gun/projectile/shotgun/riot/short/New() ..() post_sawoff() /////////////////////// // BOLT ACTION RIFLE // /////////////////////// /obj/item/gun/projectile/shotgun/boltaction name = "\improper Mosin Nagant" desc = "This piece of junk looks like something that could have been used 700 years ago." icon_state = "moistnugget" item_state = "moistnugget" slot_flags = 0 //no SLOT_BACK sprite, alas mag_type = /obj/item/ammo_box/magazine/internal/boltaction fire_sound = 'sound/weapons/gunshots/gunshot_rifle.ogg' var/bolt_open = 0 can_bayonet = TRUE knife_x_offset = 27 knife_y_offset = 13 /obj/item/gun/projectile/shotgun/boltaction/pump(mob/M) playsound(M, 'sound/weapons/gun_interactions/rifle_load.ogg', 60, 1) if(bolt_open) pump_reload(M) else pump_unload(M) bolt_open = !bolt_open update_icon() //I.E. fix the desc return 1 /obj/item/gun/projectile/shotgun/blow_up(mob/user) . = 0 if(chambered && chambered.BB) process_fire(user, user,0) . = 1 /obj/item/gun/projectile/shotgun/boltaction/attackby(obj/item/A, mob/user, params) if(!bolt_open) to_chat(user, "The bolt is closed!") return . = ..() /obj/item/gun/projectile/shotgun/boltaction/examine(mob/user) . = ..() . += "The bolt is [bolt_open ? "open" : "closed"]." /obj/item/gun/projectile/shotgun/boltaction/enchanted name = "enchanted bolt action rifle" desc = "Careful not to lose your head." var/guns_left = 30 mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted can_bayonet = FALSE /obj/item/gun/projectile/shotgun/boltaction/enchanted/New() ..() bolt_open = 1 pump() /obj/item/gun/projectile/shotgun/boltaction/enchanted/dropped() ..() guns_left = 0 /obj/item/gun/projectile/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1) ..() if(guns_left) var/obj/item/gun/projectile/shotgun/boltaction/enchanted/GUN = new GUN.guns_left = guns_left - 1 user.drop_item() user.swap_hand() user.put_in_hands(GUN) else user.drop_item() spawn(0) throw_at(pick(oview(7,get_turf(user))),1,1) user.visible_message("[user] tosses aside the spent rifle!") // Automatic Shotguns// /obj/item/gun/projectile/shotgun/automatic /obj/item/gun/projectile/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj) ..() pump(user) /obj/item/gun/projectile/shotgun/automatic/combat name = "combat shotgun" desc = "A semi automatic shotgun with tactical furniture and a six-shell capacity underneath." icon_state = "cshotgun" origin_tech = "combat=6" mag_type = /obj/item/ammo_box/magazine/internal/shot/com w_class = WEIGHT_CLASS_HUGE //Dual Feed Shotgun /obj/item/gun/projectile/shotgun/automatic/dual_tube name = "cycler shotgun" desc = "An advanced shotgun with two separate magazine tubes, allowing you to quickly toggle between ammo types." icon_state = "cycler" origin_tech = "combat=4;materials=2" mag_type = /obj/item/ammo_box/magazine/internal/shot/tube w_class = WEIGHT_CLASS_HUGE var/toggled = 0 var/obj/item/ammo_box/magazine/internal/shot/alternate_magazine /obj/item/gun/projectile/shotgun/automatic/dual_tube/New() ..() if(!alternate_magazine) alternate_magazine = new mag_type(src) /obj/item/gun/projectile/shotgun/automatic/dual_tube/attack_self(mob/living/user) if(!chambered && magazine.contents.len) pump() else toggle_tube(user) /obj/item/gun/projectile/shotgun/automatic/dual_tube/proc/toggle_tube(mob/living/user) var/current_mag = magazine var/alt_mag = alternate_magazine magazine = alt_mag alternate_magazine = current_mag toggled = !toggled if(toggled) to_chat(user, "You switch to tube B.") else to_chat(user, "You switch to tube A.") playsound(user, 'sound/weapons/gun_interactions/selector.ogg', 100, 1) /obj/item/gun/projectile/shotgun/automatic/dual_tube/AltClick(mob/living/user) if(user.incapacitated() || !Adjacent(user) || !istype(user)) return pump() // DOUBLE BARRELED SHOTGUN, IMPROVISED SHOTGUN, and CANE SHOTGUN are in revolver.dm