/obj/item/ammo_casing name = "bullet casing" desc = "A bullet casing." icon = 'icons/obj/ammo.dmi' icon_state = "s-casing" flags = CONDUCT slot_flags = SLOT_BELT throwforce = 1 w_class = 1.0 var/caliber = "" //Which kind of guns it can be loaded into var/projectile_type = ""//The bullet type to create when New() is called var/obj/item/projectile/BB = null //The loaded bullet var/pellets = 1 var/deviation = 0 var/spread = 0 /obj/item/ammo_casing/New() ..() if(projectile_type) BB = new projectile_type(src) pixel_x = rand(-10.0, 10) pixel_y = rand(-10.0, 10) dir = pick(alldirs) update_icon() /obj/item/ammo_casing/update_icon() ..() icon_state = "[initial(icon_state)][BB ? "-live" : ""]" desc = "[initial(desc)][BB ? "" : " This one is spent"]" /obj/item/ammo_casing/attackby(obj/item/weapon/W as obj, mob/user as mob, params) if(istype(W, /obj/item/weapon/screwdriver)) if(BB) if(initial(BB.name) == "bullet") var/tmp_label = "" var/label_text = sanitize(input(user, "Inscribe some text into \the [initial(BB.name)]","Inscription",tmp_label)) if(length(label_text) > 20) user << "\red The inscription can be at most 20 characters long." else if(label_text == "") user << "\blue You scratch the inscription off of [initial(BB)]." BB.name = initial(BB.name) else user << "\blue You inscribe \"[label_text]\" into \the [initial(BB.name)]." BB.name = "[initial(BB.name)] \"[label_text]\"" else user << "\blue You can only inscribe a metal bullet." //because inscribing beanbags is silly else user << "\blue There is no bullet in the casing to inscribe anything into." /obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!). if (!BB) BB = new projectile_type(src) return //Boxes of ammo /obj/item/ammo_box name = "ammo box (generic)" desc = "A box of ammo?" icon_state = "357" icon = 'icons/obj/ammo.dmi' flags = CONDUCT slot_flags = SLOT_BELT item_state = "syringe_kit" materials = list(MAT_METAL=30000) throwforce = 2 w_class = 1.0 throw_speed = 4 throw_range = 10 var/list/stored_ammo = list() var/obj/item/ammo_casing/ammo_type var/max_ammo = 7 var/multiple_sprites = 0 var/caliber = "" var/multiload = 1 /obj/item/ammo_box/New() for(var/i = 1, i <= max_ammo, i++) stored_ammo += new ammo_type(src) update_icon() /obj/item/ammo_box/proc/get_round(var/keep = 0) if (!stored_ammo.len) return null else var/b = stored_ammo[stored_ammo.len] stored_ammo -= b if (keep) stored_ammo.Insert(1,b) return b /obj/item/ammo_box/proc/give_round(var/obj/item/ammo_casing/r) var/obj/item/ammo_casing/rb = r if (rb) if (stored_ammo.len < max_ammo && rb.caliber == caliber) stored_ammo += rb rb.loc = src return 1 return 0 /obj/item/ammo_box/attackby(var/obj/item/A as obj, mob/user as mob, var/silent = 0, params) var/num_loaded = 0 if(istype(A, /obj/item/ammo_box)) var/obj/item/ammo_box/AM = A for(var/obj/item/ammo_casing/AC in AM.stored_ammo) var/didload = give_round(AC) if(didload) AM.stored_ammo -= AC num_loaded++ if(!multiload || !didload) break if(istype(A, /obj/item/ammo_casing)) var/obj/item/ammo_casing/AC = A if(give_round(AC)) user.drop_item() AC.loc = src num_loaded++ if(num_loaded) if(!silent) user << "You load [num_loaded] shell\s into \the [src]!" A.update_icon() update_icon() /obj/item/ammo_box/attack_self(mob/user as mob) var/obj/item/ammo_casing/A = get_round() if(A) user.put_in_hands(A) user << "You remove a round from \the [src]!" update_icon() /obj/item/ammo_box/update_icon() switch(multiple_sprites) if(1) icon_state = "[initial(icon_state)]-[stored_ammo.len]" if(2) icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]" desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!" //Behavior for magazines /obj/item/ammo_box/magazine/proc/ammo_count() return stored_ammo.len