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Paradise/code/modules/projectiles/guns/projectile/sniper.dm

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/obj/item/gun/projectile/automatic/sniper_rifle
name = "sniper rifle"
desc = "The kind of gun that will leave you crying for mummy before you even realise your leg's missing."
icon_state = "sniper"
item_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"
can_unsuppress = 1
can_suppress = 1
w_class = WEIGHT_CLASS_NORMAL
zoomable = TRUE
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
slot_flags = SLOT_BACK
actions_types = list()
/obj/item/gun/projectile/automatic/sniper_rifle/syndicate
name = "syndicate sniper rifle"
desc = "Syndicate flavoured sniper rifle, it packs quite a punch, a punch to your face."
origin_tech = "combat=7;syndicate=6"
/obj/item/gun/projectile/automatic/sniper_rifle/syndicate/penetrator
name = "syndicate penetrator sniper rifle"
/obj/item/gun/projectile/automatic/sniper_rifle/syndicate/penetrator/Initialize(mapload)
. = ..()
desc += " It comes loaded with a penetrator magazine, but can use different magazines."
QDEL_NULL(magazine)
magazine = new /obj/item/ammo_box/magazine/sniper_rounds/penetrator(src)
/obj/item/gun/projectile/automatic/sniper_rifle/update_icon()
if(magazine)
icon_state = "sniper-mag"
else
icon_state = "sniper"
/obj/item/gun/projectile/automatic/sniper_rifle/compact //holds very little ammo, lacks zooming, and bullets are primarily damage dealers, but the gun lacks the downsides of the full size rifle
name = "compact sniper rifle"
desc = "A compact, unscoped version of the standard issue syndicate sniper rifle. Still capable of sending people crying."
icon_state = "snipercompact"
recoil = 0
weapon_weight = WEAPON_LIGHT
fire_delay = 0
mag_type = /obj/item/ammo_box/magazine/sniper_rounds/compact
can_unsuppress = FALSE
can_suppress = FALSE
zoomable = FALSE
/obj/item/gun/projectile/automatic/sniper_rifle/compact/update_icon()
if(magazine)
icon_state = "snipercompact-mag"
else
icon_state = "snipercompact"
//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()
if(ammo_count())
icon_state = "[initial(icon_state)]-ammo"
else
icon_state = "[initial(icon_state)]"
/obj/item/ammo_casing/point50
desc = "A .50 bullet casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper
icon_state = ".50"
/obj/item/projectile/bullet/sniper
damage = 70
stun = 5
weaken = 5
dismemberment = 50
armour_penetration = 50
var/breakthings = TRUE
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && (!ismob(target) && breakthings))
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
desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/soporific
icon_state = ".50"
harmful = FALSE
/obj/item/projectile/bullet/sniper/soporific
armour_penetration = 0
nodamage = 1
stun = 0
dismemberment = 0
weaken = 0
breakthings = FALSE
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
if((blocked != 100) && istype(target, /mob/living))
var/mob/living/L = target
L.SetSleeping(20)
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
desc = "A .50 bullet casing, specialised in causing massive bloodloss"
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/haemorrhage
icon_state = ".50"
/obj/item/projectile/bullet/sniper/haemorrhage
armour_penetration = 15
damage = 15
stun = 0
dismemberment = 0
weaken = 0
breakthings = FALSE
/obj/item/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(100)
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."
ammo_type = /obj/item/ammo_casing/penetrator
origin_tech = "combat=6;syndicate=3"
max_ammo = 5
/obj/item/ammo_casing/penetrator
desc = "A .50 caliber penetrator round casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/penetrator
icon_state = ".50"
/obj/item/projectile/bullet/sniper/penetrator
icon_state = "gauss"
name = "penetrator round"
damage = 60
forcedodge = 1
stun = 0
dismemberment = 0
weaken = 0
breakthings = FALSE
//compact ammo
/obj/item/ammo_box/magazine/sniper_rounds/compact
name = "sniper rounds (compact)"
desc = "An extremely powerful round capable of inflicting massive damage on a target."
ammo_type = /obj/item/ammo_casing/compact
max_ammo = 4
/obj/item/ammo_casing/compact
desc = "A .50 caliber compact round casing."
caliber = ".50"
projectile_type = /obj/item/projectile/bullet/sniper/compact
icon_state = ".50"
/obj/item/projectile/bullet/sniper/compact //Can't dismember, and can't break things; just deals massive damage.
dismemberment = 0
breakthings = FALSE
//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()
overlays.Cut()
var/ammo = ammo_count()
if(ammo && istype(contents[contents.len], /obj/item/ammo_casing/caseless/foam_dart/sniper/riot))
overlays += image('icons/obj/ammo.dmi', icon_state = ".50mag-r")
else if(ammo)
overlays += image('icons/obj/ammo.dmi', icon_state = ".50mag-f")
else
icon_state = "[initial(icon_state)]"