var/const/PROJECTILE_TASER = 1 var/const/PROJECTILE_LASER = 2 var/const/PROJECTILE_BULLET = 3 var/const/PROJECTILE_PULSE = 4 var/const/PROJECTILE_BOLT = 5 var/const/PROJECTILE_WEAKBULLET = 6 var/const/PROJECTILE_TELEGUN = 7 var/const/PROJECTILE_DART = 8 /////////////////////////////////////////////// ////////////////AMMO SECTION/////////////////// /////////////////////////////////////////////// /obj/item/projectile name = "projectile" icon = 'projectiles.dmi' icon_state = "bullet" density = 1 throwforce = 0.1 //an attempt to make it possible to shoot your way through space unacidable = 1 //Just to be sure. anchored = 1 // I'm not sure if it is a good idea. Bullets sucked to space and curve trajectories near singularity could be awesome. --rastaf0 flags = FPRINT | TABLEPASS | CONDUCT | ONBELT // ONBELT??? var def_zone = "" damage_type = PROJECTILE_BULLET mob/firer = null silenced = 0 yo = null xo = null current = null weakbullet damage_type = PROJECTILE_WEAKBULLET beam name = "laser" damage_type = PROJECTILE_LASER icon_state = "laser" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE pulse name = "pulse" damage_type = PROJECTILE_PULSE icon_state = "u_laser" dart name = "dart" damage_type = PROJECTILE_DART icon_state = "toxin" electrode name = "electrode" damage_type = PROJECTILE_TASER icon_state = "spark" bolt name = "bolt" damage_type = PROJECTILE_BOLT icon_state = "cbbolt" Bump(atom/A as mob|obj|turf|area) if(firer && istype(A, /mob)) var/mob/M = A if(!silenced) visible_message("\red [A.name] has been shot by [firer.name].", "\blue You hear a [istype(src, /obj/item/projectile/beam) ? "gunshot" : "laser blast"].") else M << "\red You've been shot!" if(istype(firer, /mob)) M.attack_log += text("[] []/[] shot []/[] with a []", world.time, firer, firer.ckey, M, M.ckey, src) firer.attack_log += text("[] []/[] shot []/[] with a []", world.time, firer, firer.ckey, M, M.ckey, src) else M.attack_log += text("[] UNKOWN SUBJECT (No longer exists) shot []/[] with a []", world.time, M, M.ckey, src) spawn(0) if(A) A.bullet_act(damage_type, src, def_zone) if(istype(A,/turf) && !istype(src, /obj/item/projectile/beam)) for(var/obj/O in A) O.bullet_act(damage_type, src, def_zone) del(src) return CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(air_group || (height==0)) return 1 if(istype(mover, /obj/item/projectile)) return prob(95) else return 1 process() spawn while(src) if ((!( current ) || loc == current)) current = locate(min(max(x + xo, 1), world.maxx), min(max(y + yo, 1), world.maxy), z) if ((x == 1 || x == world.maxx || y == 1 || y == world.maxy)) del(src) return step_towards(src, current) sleep( 1 ) return /obj/item/ammo_casing name = "bullet casing (.375)" desc = "A .357 bullet casing." icon = 'ammo.dmi' icon_state = "s-casing" flags = FPRINT | TABLEPASS | CONDUCT | ONBELT throwforce = 1 var caliber = "357" //Which kind of guns it can be loaded into obj/item/projectile/BB //The loaded bullet New() BB = new /obj/item/projectile(src) pixel_x = rand(-10.0, 10) pixel_y = rand(-10.0, 10) dir = pick(cardinal) c38 name = "bullet casing (.38)" desc = "A .38 bullet casing." caliber = "38" New() BB = new /obj/item/projectile/weakbullet(src) pixel_x = rand(-10.0, 10) pixel_y = rand(-10.0, 10) dir = pick(cardinal) c9mm name = "bullet casing (9mm)" desc = "A 9mm bullet casing." caliber = "9mm" New() BB = new /obj/item/projectile/weakbullet(src) pixel_x = rand(-10.0, 10) pixel_y = rand(-10.0, 10) dir = pick(cardinal) c45 name = "bullet casing (.45)" desc = "A .45 bullet casing." caliber = ".45" New() BB = new /obj/item/projectile(src) pixel_x = rand(-10.0, 10) pixel_y = rand(-10.0, 10) dir = pick(cardinal) shotgun desc = "A 12gauge shell." name = "12 gauge shell" icon_state = "gshell" caliber = "shotgun" m_amt = 25000 New() BB = new /obj/item/projectile src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) blank desc = "A blank shell." name = "blank shell" icon_state = "blshell" m_amt = 500 New() src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) beanbag desc = "A weak beanbag shell." name = "beanbag shell" icon_state = "bshell" m_amt = 10000 New() BB = new /obj/item/projectile/weakbullet src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) dart desc = "A dart for use in shotguns.." name = "shotgun dart" icon_state = "blshell" //someone, draw the icon, please. m_amt = 50000 //because it's like, instakill. New() BB = new /obj/item/projectile/dart src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) /obj/item/ammo_magazine name = "ammo box (.357)" desc = "A box of .357 ammo" icon_state = "357" icon = 'ammo.dmi' flags = FPRINT | TABLEPASS | CONDUCT | ONBELT item_state = "syringe_kit" m_amt = 50000 throwforce = 2 w_class = 1.0 throw_speed = 4 throw_range = 20 var list/stored_ammo = list() New() for(var/i = 1, i <= 7, i++) stored_ammo += new /obj/item/ammo_casing(src) update_icon() update_icon() icon_state = text("[initial(icon_state)]-[]", stored_ammo.len) desc = text("There are [] shell\s left!", stored_ammo.len) c38 name = "speed loader (.38)" icon_state = "38" New() for(var/i = 1, i <= 7, i++) stored_ammo += new /obj/item/ammo_casing/c38(src) update_icon() c9mm name = "Ammunition Box (9mm)" icon_state = "9mm" New() for(var/i = 1, i <= 30, i++) stored_ammo += new /obj/item/ammo_casing/c9mm(src) update_icon() update_icon() desc = text("There are [] round\s left!", stored_ammo.len) c45 name = "Ammunition Box (.45)" icon_state = "9mm" New() for(var/i = 1, i <= 30, i++) stored_ammo += new /obj/item/ammo_casing/c45(src) update_icon() update_icon() desc = text("There are [] round\s left!", stored_ammo.len) /* shotgun name = "ammo box (12gauge)" desc = "A box of 12 gauge shell" icon_state = "" //no sprite :'( caliber = "shotgun" m_amt = 25000 New() BB = new /obj/item/projectile/shotgun(src) src.pixel_x = rand(-10.0, 10) src.pixel_y = rand(-10.0, 10) */ /////////////////////////////////////////////// //////////////////////Guns///////////////////// /////////////////////////////////////////////// /obj/item/weapon/gun name = "gun" desc = "Its a gun. It's pretty terrible, though." icon = 'gun.dmi' icon_state = "detective" item_state = "gun" flags = FPRINT | TABLEPASS | CONDUCT | ONBELT | USEDELAY m_amt = 2000 w_class = 2.0 throw_speed = 4 throwforce = 5 throw_range = 10 force = 10 origin_tech = "combat=1" var fire_sound = 'Gunshot.ogg' obj/item/projectile/in_chamber caliber = "" silenced = 0 badmin = 0 projectile desc = "A classic revolver. Uses 357 ammo" name = "revolver" icon_state = "revolver" caliber = "357" origin_tech = "combat=2;materials=2;syndicate=6" w_class = 3.0 throw_speed = 2 throw_range = 10 m_amt = 1000 force = 24 var list/loaded = list() max_shells = 7 load_method = 0 //0 = Single shells or quick loader, 1 = magazine load_into_chamber() if(!loaded.len) return 0 var/obj/item/ammo_casing/AC = loaded[1] //load next casing. loaded -= AC //Remove casing from loaded list. AC.loc = get_turf(src) //Eject casing onto ground. if(AC.BB) in_chamber = AC.BB //Load projectile into chamber. AC.BB.loc = src //Set projectile loc to gun. return 1 else return 0 New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing(src) update_icon() attackby(var/obj/item/A as obj, mob/user as mob) var/num_loaded = 0 if(istype(A, /obj/item/ammo_magazine)) var/obj/item/ammo_magazine/AM = A for(var/obj/item/ammo_casing/AC in AM.stored_ammo) if(loaded.len >= max_shells) break if(AC.caliber == caliber && loaded.len < max_shells) AC.loc = src AM.stored_ammo -= AC loaded += AC num_loaded++ else if(istype(A, /obj/item/ammo_casing) && !load_method) var/obj/item/ammo_casing/AC = A if(AC.caliber == caliber && loaded.len < max_shells) user.drop_item() AC.loc = src loaded += AC num_loaded++ if(num_loaded) user << text("\blue You load [] shell\s into the gun!", num_loaded) A.update_icon() return update_icon() desc = initial(desc) + text(" Has [] rounds remaining.", loaded.len) detective desc = "A cheap Martian knock-off of a Smith & Wesson Model 10. Uses .38-Special rounds." name = ".38 revolver" icon_state = "detective" force = 14.0 caliber = "38" origin_tech = "combat=2;materials=2" New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing/c38(src) update_icon() special_check(var/mob/living/carbon/human/M) if(istype(M)) if(istype(M.w_uniform, /obj/item/clothing/under/det) && istype(M.head, /obj/item/clothing/head/det_hat) && istype(M.wear_suit, /obj/item/clothing/suit/det_suit)) return 1 M << "\red You just don't feel cool enough to use this gun looking like that." return 0 verb rename_gun() set name = "Name Gun" set desc = "Click to rename your gun. If you're the detective." var/mob/U = usr if(ishuman(U)&&U.mind&&U.mind.assigned_role=="Detective") var/input = input("What do you want to name the gun?",,"") input = sanitize(input) if(input) if(in_range(U,src)&&(!isnull(src))&&!U.stat) name = input U << "You name the gun [input]. Say hello to your new friend." else U << "\red Can't let you do that, detective!" else U << "\red You don't feel cool enough to name this gun, chump." mateba name = "mateba" desc = "When you absolutely, positively need a 10mm hole in the other guy. Uses .357 ammo." icon_state = "mateba" origin_tech = "combat=2;materials=2" shotgun name = "shotgun" desc = "Useful for sweeping alleys." icon_state = "shotgun" max_shells = 2 w_class = 4.0 force = 7.0 flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK caliber = "shotgun" origin_tech = "combat=2;materials=2" New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing/shotgun/beanbag(src) update_icon() combat name = "combat shotgun" icon_state = "cshotgun" w_class = 4.0 force = 12.0 flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK max_shells = 8 origin_tech = "combat=3" New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing/shotgun(src) update_icon() automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude name = "Submachine Gun" desc = "A lightweight, fast firing gun. Uses 9mm rounds." icon_state = "saber" w_class = 3.0 force = 14.0 max_shells = 18 caliber = "9mm" New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing/c9mm(src) update_icon() mini_uzi name = "Mini-Uzi" desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses .45 rounds." icon_state = "mini-uzi" w_class = 3.0 force = 14.0 max_shells = 20 caliber = ".45" New() for(var/i = 1, i <= max_shells, i++) loaded += new /obj/item/ammo_casing/c45(src) update_icon() energy icon_state = "energy" name = "energy" desc = "A basic energy-based gun with two settings: Stun and kill." fire_sound = 'Laser.ogg' var var/obj/item/weapon/cell/power_supply mode = 0 //0 = stun, 1 = kill charge_cost = 100 //How much energy is needed to fire. New() power_supply = new(src) power_supply.give(power_supply.maxcharge) load_into_chamber() if(in_chamber) return 1 if(!power_supply) return 0 if(power_supply.charge < charge_cost) return 0 switch (mode) if(0) in_chamber = new /obj/item/projectile/electrode(src) if(1) in_chamber = new /obj/item/projectile/beam(src) power_supply.use(charge_cost) return 1 attack_self(mob/living/user as mob) switch(mode) if(0) mode = 1 charge_cost = 100 user << "\red [src.name] is now set to kill." if(1) mode = 0 charge_cost = 100 user << "\red [src.name] is now set to stun." update_icon() return update_icon() var/ratio = power_supply.charge / power_supply.maxcharge ratio = round(ratio, 0.25) * 100 icon_state = text("[][]", initial(icon_state), ratio) laser name = "laser gun" icon_state = "laser" w_class = 3.0 throw_speed = 2 throw_range = 10 force = 7.0 m_amt = 2000 origin_tech = "combat=3;magnets=2" mode = 1 //We don't want laser guns to be on a stun setting. --Superxpdude attack_self(mob/living/user as mob) return // We don't want laser guns to be able to change to a stun setting. --Superxpdude captain icon_state = "caplaser" desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding." force = 10 origin_tech = null //forgotten technology of ancients lol cyborg load_into_chamber() if(in_chamber) return 1 if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc R.cell.use(20) in_chamber = new /obj/item/projectile/beam(src) return 1 return 0 pulse_rifle name = "pulse rifle" desc = "A heavy-duty, pulse-based energy weapon with multiple fire settings, preferred by front-line combat personnel." icon_state = "pulse" force = 15 mode = 2 fire_sound = 'pulse.ogg' load_into_chamber() if(in_chamber) return 1 if(power_supply.charge < charge_cost) return 0 switch (mode) if(0) in_chamber = new /obj/item/projectile/electrode(src) if(1) in_chamber = new /obj/item/projectile/beam(src) if(2) in_chamber = new /obj/item/projectile/beam/pulse(src) power_supply.use(charge_cost) return 1 attack_self(mob/living/user as mob) mode++ switch(mode) if(1) user << "\red [src.name] is now set to kill." charge_cost = 100 if(2) user << "\red [src.name] is now set to destroy." charge_cost = 200 else mode = 0 user << "\red [src.name] is now set to stun." charge_cost = 50 New() power_supply = new /obj/item/weapon/cell/super(src) power_supply.give(power_supply.maxcharge) update_icon() destroyer name = "pulse destroyer" desc = "A heavy-duty, pulse-based energy weapon. The mode is set to DESTROY. Always destroy." mode = 2 New() power_supply = new /obj/item/weapon/cell/infinite(src) power_supply.give(power_supply.maxcharge) update_icon() attack_self(mob/living/user as mob) return M1911 name = "M1911-P" desc = "It's not the size of the gun, it's the size of the hole it puts through people." icon_state = "m1911-p" New() power_supply = new /obj/item/weapon/cell/infinite(src) power_supply.give(power_supply.maxcharge) update_icon() nuclear name = "Advanced Energy Gun" desc = "An energy gun with an experimental miniaturized reactor." origin_tech = "combat=3;materials=5;powerstorage=3" var/lightfail = 0 icon_state = "nucgun" New() ..() charge() proc charge() if(power_supply.charge < power_supply.maxcharge) if(failcheck()) power_supply.give(100) update_icon() if(!crit_fail) spawn(50) charge() failcheck() lightfail = 0 if (prob(src.reliability)) return 1 //No failure if (prob(src.reliability)) for (var/mob/M in range(0,src)) //Only a minor failure, enjoy your radiation if you're in the same tile or carrying it if (src in M.contents) M << "\red Your gun feels pleasantly warm for a moment." else M << "\red You feel a warm sensation." M.radiation += rand(1,40) lightfail = 1 else for (var/mob/M in range(rand(1,4),src)) //Big failure, TIME FOR RADIATION BITCHES if (src in M.contents) M << "\red Your gun's reactor overloads!" M << "\red You feel a wave of heat wash over you." M.radiation += 100 crit_fail = 1 //break the gun so it stops recharging update_icon() update_charge() if (crit_fail) overlays += "nucgun-whee" return var/ratio = power_supply.charge / power_supply.maxcharge ratio = round(ratio, 0.25) * 100 overlays += text("nucgun-[]", ratio) update_reactor() if(crit_fail) overlays += "nucgun-crit" return if(lightfail) overlays += "nucgun-medium" else if ((power_supply.charge/power_supply.maxcharge) <= 0.5) overlays += "nucgun-light" else overlays += "nucgun-clean" update_mode() if (mode == 2) overlays += "nucgun-stun" else if (mode == 1) overlays += "nucgun-kill" emp_act(severity) ..() reliability -= round(15/severity) update_icon() overlays = null update_charge() update_reactor() update_mode() taser name = "taser gun" icon_state = "taser" fire_sound = 'Taser.ogg' charge_cost = 100 load_into_chamber() if(in_chamber) return 1 if(power_supply.charge <= charge_cost) return 0 in_chamber = new /obj/item/projectile/electrode(src) power_supply.use(charge_cost) return 1 attack_self(mob/living/user as mob) return New() power_supply = new /obj/item/weapon/cell/crap(src) power_supply.give(power_supply.maxcharge) cyborg load_into_chamber() if(in_chamber) return 1 if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc R.cell.use(20) in_chamber = new /obj/item/projectile/electrode(src) return 1 return 0 crossbow name = "mini energy-crossbow" desc = "A weapon favored by many of the syndicates stealth specialists." icon_state = "crossbow" w_class = 2.0 item_state = "crossbow" force = 4.0 throw_speed = 2 throw_range = 10 m_amt = 2000 origin_tech = "combat=2;magnets=2;syndicate=5" silenced = 1 fire_sound = 'Genhit.ogg' New() power_supply = new /obj/item/weapon/cell/crap(src) power_supply.give(power_supply.maxcharge) charge() proc/charge() if(power_supply) if(power_supply.charge < power_supply.maxcharge) power_supply.give(100) spawn(50) charge() update_icon() return attack_self(mob/living/user as mob) return load_into_chamber() if(in_chamber) return 1 if(power_supply.charge <= charge_cost) return 0 in_chamber = new /obj/item/projectile/bolt(src) power_supply.use(charge_cost) return 1 cyborg load_into_chamber() if(in_chamber) return 1 if(isrobot(src.loc)) var/mob/living/silicon/robot/R = src.loc R.cell.use(20) in_chamber = new /obj/item/projectile/electrode(src) return 1 return 0 proc load_into_chamber() in_chamber = new /obj/item/projectile/weakbullet(src) return 1 badmin_ammo() //CREEEEEED!!!!!!!!! switch(badmin) if(1) in_chamber = new /obj/item/projectile/electrode(src) if(2) in_chamber = new /obj/item/projectile/weakbullet(src) if(3) in_chamber = new /obj/item/projectile(src) if(4) in_chamber = new /obj/item/projectile/beam(src) if(5) in_chamber = new /obj/item/projectile/beam/pulse(src) else return 0 if(!istype(src, /obj/item/weapon/gun/energy)) var/obj/item/ammo_casing/AC = new(get_turf(src)) AC.name = "unidentifiable bullet casing" AC.desc = "This casing has the Central Command Insignia etched into the side." return 1 special_check(var/mob/M) //Placeholder for any special checks, like detective's revolver. return 1 emp_act(severity) for(var/obj/O in contents) O.emp_act(severity) afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag) if (flag) return //we're placing gun on a table or in backpack --rastaf0 if(istype(target, /obj/machinery/recharger) && istype(src, /obj/item/weapon/gun/energy)) return if(istype(user, /mob/living)) var/mob/living/M = user if ((M.mutations & CLOWN) && prob(50)) M << "\red The [src.name] blows up in your face." M.take_organ_damage(0,20) M.drop_item() del(src) return if ( ! (istype(usr, /mob/living/carbon/human) || \ istype(usr, /mob/living/silicon/robot) || \ istype(usr, /mob/living/carbon/monkey) && ticker && ticker.mode.name == "monkey") ) usr << "\red You don't have the dexterity to do this!" return add_fingerprint(user) var/turf/curloc = user.loc var/turf/targloc = get_turf(target) if (!istype(targloc) || !istype(curloc)) return if(badmin) badmin_ammo() else if(!special_check(user)) return else if(!load_into_chamber()) user << "\red *click* *click*"; return update_icon() playsound(user, fire_sound, 50, 1) if(!in_chamber) return in_chamber.firer = user in_chamber.def_zone = user.get_organ_target() if(targloc == curloc) user.bullet_act(in_chamber.damage_type) del(in_chamber) else in_chamber.loc = get_turf(user) user.next_move = world.time + 4 in_chamber.silenced = silenced in_chamber.current = curloc in_chamber.yo = targloc.y - curloc.y in_chamber.xo = targloc.x - curloc.x spawn() in_chamber.process() sleep(1) in_chamber = null