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kyunkyunkyun b0463d3c83 Convert most spans to defines (#31080)
* spanish?

* aaaagain

* keep maptext

* Update robot_items.dm

* Update span_defines.dm

* compiles

* Update silicon_mob.dm

* compile
2025-12-13 23:55:48 +00:00

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/obj/item/gun/projectile/automatic/l6_saw
name = "\improper L6 SAW"
desc = "A next-generation medium machine gun designed by Aussec Armory for CQB use aboard ships and stations. Chambered in 7.62x51mm Federal."
icon_state = "l6closed100"
inhand_icon_state = "l6closedmag"
w_class = WEIGHT_CLASS_HUGE
slot_flags = 0
origin_tech = "combat=6;engineering=3;syndicate=6"
mag_type = /obj/item/ammo_box/magazine/mm762x51
weapon_weight = WEAPON_HEAVY
fire_sound = 'sound/weapons/gunshots/gunshot_mg.ogg'
magin_sound = 'sound/weapons/gun_interactions/lmg_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/lmg_magout.ogg'
actions_types = list()
can_suppress = FALSE
burst_size = 1
spread = 7
fire_delay = 0
var/cover_open = FALSE
/obj/item/gun/projectile/automatic/l6_saw/Initialize(mapload)
. = ..()
AddComponent(/datum/component/automatic_fire, 0.2 SECONDS)
/obj/item/gun/projectile/automatic/l6_saw/attack_self__legacy__attackchain(mob/user)
cover_open = !cover_open
to_chat(user, SPAN_NOTICE("You [cover_open ? "open" : "close"] [src]'s cover."))
playsound(src, cover_open ? 'sound/weapons/gun_interactions/sawopen.ogg' : 'sound/weapons/gun_interactions/sawclose.ogg', 50, 1)
update_icon()
/obj/item/gun/projectile/automatic/l6_saw/update_icon_state()
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(FALSE) / 12.5, 1) * 25 : "-empty"][suppressed ? "-suppressed" : ""]"
inhand_icon_state = "l6[cover_open ? "open" : "closed"][magazine ? "mag" : ""]"
/obj/item/gun/projectile/automatic/l6_saw/afterattack__legacy__attackchain(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
to_chat(user, SPAN_NOTICE("[src]'s cover is open! Close it before firing!"))
else
..()
update_icon()
/obj/item/gun/projectile/automatic/l6_saw/attack_hand(mob/user)
if(loc != user)
..()
return //let them pick it up
if(!cover_open || (cover_open && !magazine))
..()
else if(cover_open && magazine)
//drop the mag
magazine.update_icon()
magazine.loc = get_turf(loc)
user.put_in_hands(magazine)
magazine = null
playsound(src, magout_sound, 50, 1)
update_icon()
if(user.hand)
user.update_inv_r_hand()
else
user.update_inv_l_hand()
to_chat(user, SPAN_NOTICE("You remove the magazine from [src]."))
/obj/item/gun/projectile/automatic/l6_saw/attackby__legacy__attackchain(obj/item/A, mob/user, params)
if(istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if(istype(AM, mag_type))
if(!cover_open)
to_chat(user, SPAN_WARNING("[src]'s cover is closed! You can't insert a new mag."))
return
return ..()
//ammo//
/obj/projectile/bullet/saw
damage = 45
armor_penetration_flat = 5
/obj/projectile/bullet/saw/bleeding
damage = 20
armor_penetration_flat = 0
/obj/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone)
. = ..()
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(35)
/obj/projectile/bullet/saw/hollow
damage = 60
armor_penetration_flat = -30
/obj/projectile/bullet/saw/ap
damage = 40
armor_penetration_percentage = 100
/obj/projectile/bullet/saw/incen
damage = 7
armor_penetration_flat = 0
immolate = 3
/obj/projectile/bullet/saw/incen/Move()
..()
var/turf/location = get_turf(src)
if(location)
var/obj/effect/hotspot/hotspot = new /obj/effect/hotspot/fake(location)
hotspot.temperature = 1000
hotspot.recolor()
location.hotspot_expose(700, 50)
//magazines//
/obj/item/ammo_box/magazine/mm762x51
name = "box magazine (7.62x51mm FMJ)"
icon_state = "a762"
origin_tech = "combat=2"
ammo_type = /obj/item/ammo_casing/mm762x51
caliber = "mm762x51"
max_ammo = 50
multi_sprite_step = 10
/obj/item/ammo_box/magazine/mm762x51/bleeding
name = "box magazine (7.62x51mm Shredder)"
origin_tech = "combat=3"
ammo_type = /obj/item/ammo_casing/mm762x51/bleeding
/obj/item/ammo_box/magazine/mm762x51/hollow
name = "box magazine (7.62x51mm Hollowpoint)"
origin_tech = "combat=3"
ammo_type = /obj/item/ammo_casing/mm762x51/hollow
/obj/item/ammo_box/magazine/mm762x51/ap
name = "box magazine (7.62x51mm Armor-Piercing)"
origin_tech = "combat=4"
ammo_type = /obj/item/ammo_casing/mm762x51/ap
/obj/item/ammo_box/magazine/mm762x51/incen
name = "box magazine (7.62x51mm Incendiary)"
origin_tech = "combat=4"
ammo_type = /obj/item/ammo_casing/mm762x51/incen
//casings//
/obj/item/ammo_casing/mm762x51
name = "7.62x51mm round"
desc = "A 7.62x51mm full-metal jacket rifle cartridge, commonly used in general-purpose machine guns."
icon_state = "rifle_brass"
caliber = "mm762x51"
projectile_type = /obj/projectile/bullet/saw
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
/obj/item/ammo_casing/mm762x51/bleeding
name = "7.62x51mm 'Shredder' round"
desc = "A 7.62x51mm 'Shredder' cartridge, with a heavily serrated tip intended to cause massive bleeding."
icon_state = "rifle_brass_surplus"
projectile_type = /obj/projectile/bullet/saw/bleeding
/obj/item/ammo_casing/mm762x51/hollow
name = "7.62x51mm hollow point round"
desc = "A 7.62x51mm rifle cartridge designed to cause more damage to unarmored targets."
icon_state = "rifle_brass_hollow"
projectile_type = /obj/projectile/bullet/saw/hollow
/obj/item/ammo_casing/mm762x51/ap
name = "7.62x51mm armor-piercing round"
desc = "A 7.62x51mm rifle cartridge with a hardened tungsten core to increase armor penetration."
icon_state = "rifle_brass_ap"
projectile_type = /obj/projectile/bullet/saw/ap
/obj/item/ammo_casing/mm762x51/incen
name = "7.62x51mm incendiary round"
desc = "A 7.62x51mm rifle cartridge with an incendiary chemical payload."
icon_state = "rifle_brass_incin"
projectile_type = /obj/projectile/bullet/saw/incen
muzzle_flash_color = LIGHT_COLOR_FIRE