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Paradise/code/modules/projectiles/guns/projectile/launchers.dm
Vi3trice f4b37b4177 Port TG updating appearances (#17943)
* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
2022-07-21 08:11:59 +02:00

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//KEEP IN MIND: These are different from gun/grenadelauncher. These are designed to shoot premade rocket and grenade projectiles, not flashbangs or chemistry casings etc.
//Put handheld rocket launchers here if someone ever decides to make something so hilarious ~Paprika
/obj/item/gun/projectile/revolver/grenadelauncher//this is only used for underbarrel grenade launchers at the moment, but admins can still spawn it if they feel like being assholes
desc = "A break-operated grenade launcher."
name = "grenade launcher"
icon_state = "dbshotgun_sawn"
item_state = "gun"
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
fire_sound = 'sound/weapons/grenadelaunch.ogg'
w_class = WEIGHT_CLASS_NORMAL
can_holster = FALSE // Not your normal revolver
/obj/item/gun/projectile/revolver/grenadelauncher/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
/obj/item/gun/projectile/revolver/grenadelauncher/multi
desc = "A revolving 6-shot grenade launcher."
name = "multi grenade launcher"
icon_state = "bulldog"
item_state = "bulldog"
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/grenadelauncher/multi
/obj/item/gun/projectile/revolver/grenadelauncher/multi/cyborg
desc = "A 6-shot grenade launcher."
icon = 'icons/mecha/mecha_equipment.dmi'
icon_state = "mecha_grenadelnchr"
/obj/item/gun/projectile/revolver/grenadelauncher/multi/cyborg/attack_self()
return
/obj/item/gun/projectile/automatic/gyropistol
name = "gyrojet pistol"
desc = "A prototype pistol designed to fire self propelled rockets."
icon_state = "gyropistol"
fire_sound = 'sound/effects/explosion1.ogg'
origin_tech = "combat=5"
mag_type = /obj/item/ammo_box/magazine/m75
can_holster = TRUE // Override default automatic setting since it is a handgun sized gun
burst_size = 1
fire_delay = 0
actions_types = list()
/obj/item/gun/projectile/automatic/gyropistol/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
/obj/item/gun/projectile/automatic/gyropistol/update_icon_state()
icon_state = "[initial(icon_state)][magazine ? "loaded" : ""]"
/obj/item/gun/projectile/automatic/speargun
name = "kinetic speargun"
desc = "A weapon favored by carp hunters. Fires specialized spears using kinetic energy."
icon_state = "speargun"
item_state = "speargun"
w_class = WEIGHT_CLASS_BULKY
slot_flags = SLOT_BACK
origin_tech = "combat=4;engineering=4"
force = 10
can_suppress = FALSE
mag_type = /obj/item/ammo_box/magazine/internal/speargun
fire_sound = 'sound/weapons/grenadelaunch.ogg'
burst_size = 1
fire_delay = 0
select = 0
actions_types = list()
/obj/item/gun/projectile/automatic/speargun/update_icon_state()
return
/obj/item/gun/projectile/automatic/speargun/attack_self()
return
/obj/item/gun/projectile/automatic/speargun/process_chamber(eject_casing = 0, empty_chamber = 1)
..()
/obj/item/gun/projectile/automatic/speargun/attackby(obj/item/A, mob/user, params)
var/num_loaded = magazine.attackby(A, user, params, 1)
if(num_loaded)
to_chat(user, "<span class='notice'>You load [num_loaded] spear\s into \the [src].</span>")
update_icon()
chamber_round()