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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

201 lines
6.6 KiB
Plaintext

/obj/item/gun/projectile/automatic/sniper_rifle
name = "\improper SR-31C sniper rifle"
desc = "A powerful anti-materiel rifle produced by Aussec Armory, chambered in devastating .50 BMG."
icon_state = "sniper"
worn_icon_state = "sniper"
inhand_icon_state = "sniper"
recoil = 2
weapon_weight = WEAPON_HEAVY
mag_type = /obj/item/ammo_box/magazine/sniper_rounds
fire_sound = 'sound/weapons/gunshots/gunshot_sniper.ogg'
magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
fire_delay = 40
burst_size = 1
origin_tech = "combat=7"
slot_flags = ITEM_SLOT_BACK
actions_types = list()
execution_speed = 4 SECONDS
var/zoomable = TRUE
/obj/item/gun/projectile/automatic/sniper_rifle/Initialize(mapload)
. = ..()
if(zoomable)
AddComponent(/datum/component/scope, range_modifier = 2, flags = SCOPE_TURF_ONLY | SCOPE_NEED_ACTIVE_HAND)
/obj/item/gun/projectile/automatic/sniper_rifle/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
if(istype(chambered.BB, /obj/projectile/bullet/sniper) && !HAS_TRAIT(user, TRAIT_SCOPED))
var/obj/projectile/bullet/sniper/S = chambered.BB
if(S.non_zoom_spread)
to_chat(user, SPAN_WARNING("[src] must be zoomed in to fire this ammunition accurately!"))
bonus_spread += S.non_zoom_spread
return ..()
/obj/item/gun/projectile/automatic/sniper_rifle/syndicate
name = "\improper SR-31C (S) Sniper Rifle"
desc = "A powerful anti-materiel rifle by Aussec Armory, chambered in devastating .50 BMG. This model is engraved with superficial Syndicate iconography."
origin_tech = "combat=7;syndicate=6"
/obj/item/gun/projectile/automatic/sniper_rifle/update_icon_state()
if(magazine)
icon_state = "sniper-mag"
else
icon_state = "sniper"
//Normal Boolets
/obj/item/ammo_box/magazine/sniper_rounds
name = "sniper rounds (.50)"
icon_state = ".50mag"
origin_tech = "combat=6;syndicate=2"
ammo_type = /obj/item/ammo_casing/point50
max_ammo = 6
caliber = ".50"
/obj/item/ammo_box/magazine/sniper_rounds/update_icon_state()
if(ammo_count())
icon_state = "[initial(icon_state)]-ammo"
else
icon_state = "[initial(icon_state)]"
/obj/item/ammo_casing/point50
name = ".50 BMG round"
desc = "A .50 BMG rifle cartridge, commonly used in anti-materiel rifles and heavy machine guns."
icon_state = "heavy_steel"
caliber = ".50"
projectile_type = /obj/projectile/bullet/sniper
muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
/obj/projectile/bullet/sniper
damage = 70
weaken = 10 SECONDS
armor_penetration_flat = 70
forced_accuracy = TRUE
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSGIRDER
speed = 0.5
var/non_zoom_spread = 0
/obj/item/ammo_box/magazine/sniper_rounds/antimatter
name = "sniper rounds (Antimatter)"
desc = "Antimatter sniper rounds, for when you really don't like something. Requires zooming in to fire accurately."
icon_state = "antimatter"
ammo_type = /obj/item/ammo_casing/antimatter
/obj/item/ammo_casing/antimatter
name = ".50 BMG anti-matter round"
desc = "A .50 BMG high-explosive cartridge. Does not actually contain antimatter."
icon_state = "heavy_steel_incin"
caliber = ".50"
projectile_type = /obj/projectile/bullet/sniper/antimatter
/obj/projectile/bullet/sniper/antimatter
name = "antimatter bullet"
dismemberment = 50
non_zoom_spread = 60
/obj/projectile/bullet/sniper/antimatter/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && (!ismob(target)))
target.ex_act(rand(1,2))
return ..()
//Sleepy ammo
/obj/item/ammo_box/magazine/sniper_rounds/soporific
name = "sniper rounds (Zzzzz)"
desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
icon_state = "soporific"
origin_tech = "combat=6;syndicate=3"
ammo_type = /obj/item/ammo_casing/soporific
max_ammo = 3
/obj/item/ammo_casing/soporific
name = ".50 BMG soporific round"
desc = "A .50 BMG hypodermic cartridge, loaded with sedatives for instant incapacitation."
icon_state = "heavy_steel_rubber"
caliber = ".50"
projectile_type = /obj/projectile/bullet/sniper/soporific
harmful = FALSE
/obj/projectile/bullet/sniper/soporific
armor_penetration_flat = 0
nodamage = 1
weaken = 0
/obj/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && isliving(target))
var/mob/living/L = target
L.SetSleeping(40 SECONDS)
return ..()
//hemorrhage ammo
/obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
name = "sniper rounds (Bleed)"
desc = "Haemorrhage sniper rounds, leaves your target in a pool of crimson pain."
icon_state = "haemorrhage"
ammo_type = /obj/item/ammo_casing/haemorrhage
max_ammo = 5
/obj/item/ammo_casing/haemorrhage
name = ".50 BMG shredder round"
desc = "A .50 BMG 'Shredder' cartridge, with a heavily serrated bullet intended to cause massive blood loss."
icon_state = "heavy_steel_hollow"
caliber = ".50"
projectile_type = /obj/projectile/bullet/sniper/haemorrhage
/obj/projectile/bullet/sniper/haemorrhage
armor_penetration_flat = 25
damage = 45
weaken = 6 SECONDS
/obj/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && iscarbon(target))
var/mob/living/carbon/C = target
C.bleed(150)
return ..()
//penetrator ammo
/obj/item/ammo_box/magazine/sniper_rounds/penetrator
name = "sniper rounds (penetrator)"
desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
icon_state = "penetrator"
ammo_type = /obj/item/ammo_casing/penetrator
origin_tech = "combat=6;syndicate=3"
max_ammo = 5
/obj/item/ammo_casing/penetrator
name = ".50 BMG sabot round"
desc = "A .50 BMG Sabot Penetrator cartridge, capable of punching through just about anything."
icon_state = "heavy_steel_ap"
caliber = ".50"
projectile_type = /obj/projectile/bullet/sniper/penetrator
/obj/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = -1
weaken = 0
speed = 0.75
pass_flags = PASSTABLE //damage glass
//toy magazine
/obj/item/ammo_box/magazine/toy/sniper_rounds
name = "donksoft Sniper magazine"
icon_state = ".50mag"
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper/riot
max_ammo = 6
caliber = "foam_force_sniper"
/obj/item/ammo_box/magazine/toy/sniper_rounds/update_icon_state()
return
/obj/item/ammo_box/magazine/toy/sniper_rounds/update_overlays()
. = ..()
var/ammo = ammo_count()
if(ammo && istype(contents[length(contents)], /obj/item/ammo_casing/caseless/foam_dart/sniper/riot))
. += ".50mag-r"
else if(ammo)
. += ".50mag-f"