mirror of
https://github.com/ParadiseSS13/Paradise.git
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322 lines
11 KiB
Plaintext
322 lines
11 KiB
Plaintext
/obj/item/gun/projectile/shotgun
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name = "shotgun"
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desc = "A traditional shotgun with wood furniture and a four-shell capacity underneath."
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icon_state = "shotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot
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var/recentpump = 0 // to prevent spammage
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/obj/item/gun/projectile/shotgun/attackby(obj/item/A, mob/user, params)
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. = ..()
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if(.)
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return
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var/num_loaded = magazine.attackby(A, user, params, 1)
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if(num_loaded)
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to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>")
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A.update_icon()
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update_icon()
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/obj/item/gun/projectile/shotgun/process_chamber()
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return ..(0, 0)
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/obj/item/gun/projectile/shotgun/chamber_round()
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return
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/obj/item/gun/projectile/shotgun/can_shoot()
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if(!chambered)
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return 0
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return (chambered.BB ? 1 : 0)
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/obj/item/gun/projectile/shotgun/attack_self(mob/living/user)
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if(recentpump)
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return
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pump(user)
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recentpump = 1
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spawn(10)
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recentpump = 0
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return
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/obj/item/gun/projectile/shotgun/proc/pump(mob/M)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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pump_unload(M)
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pump_reload(M)
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update_icon() //I.E. fix the desc
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return 1
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/obj/item/gun/projectile/shotgun/proc/pump_unload(mob/M)
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if(chambered)//We have a shell in the chamber
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chambered.loc = get_turf(src)//Eject casing
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chambered.SpinAnimation(5, 1)
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chambered = null
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/obj/item/gun/projectile/shotgun/proc/pump_reload(mob/M)
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if(!magazine.ammo_count())
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return 0
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var/obj/item/ammo_casing/AC = magazine.get_round() //load next casing.
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chambered = AC
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/obj/item/gun/projectile/shotgun/examine(mob/user)
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..()
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if(chambered)
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to_chat(user, "A [chambered.BB ? "live" : "spent"] one is in the chamber.")
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/obj/item/gun/projectile/shotgun/isHandgun() //You cannot, in fact, holster a shotgun.
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return 0
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/obj/item/gun/projectile/shotgun/lethal
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mag_type = /obj/item/ammo_box/magazine/internal/shot/lethal
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// RIOT SHOTGUN //
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/obj/item/gun/projectile/shotgun/riot //for spawn in the armory
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name = "riot shotgun"
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desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control."
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icon_state = "riotshotgun"
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mag_type = /obj/item/ammo_box/magazine/internal/shot/riot
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sawn_desc = "Come with me if you want to live."
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sawn_state = SAWN_INTACT
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/obj/item/gun/projectile/shotgun/riot/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
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sawoff(user)
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if(istype(A, /obj/item/melee/energy))
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var/obj/item/melee/energy/W = A
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if(W.active)
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sawoff(user)
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if(istype(A, /obj/item/pipe))
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unsaw(A, user)
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/obj/item/gun/projectile/shotgun/riot/sawoff(mob/user)
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if(sawn_state == SAWN_OFF)
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to_chat(user, "<span class='warning'>[src] has already been shortened!</span>")
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return
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if(istype(loc, /obj/item/storage)) //To prevent inventory exploits
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to_chat(user, "<span class='info'>How do you plan to modify [src] while it's in a bag.</span>")
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return
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if(chambered) //if the gun is chambering live ammo, shoot self, if chambering empty ammo, 'click'
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if(chambered.BB)
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afterattack(user, user)
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user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
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return
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else
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afterattack(user, user)
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user.visible_message("The [src] goes click!", "<span class='notice'>The [src] you are holding goes click.</span>")
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if(magazine.ammo_count()) //Spill the mag onto the floor
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user.visible_message("<span class='danger'>[user.name] opens [src] up and the shells go goes flying around!</span>", "<span class='userdanger'>You open [src] up and the shells go goes flying everywhere!!</span>")
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while(get_ammo(0) > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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if(CB)
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CB.loc = get_turf(loc)
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CB.update_icon()
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if(do_after(user, 30, target = src))
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user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
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post_sawoff()
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return 1
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/obj/item/gun/projectile/shotgun/riot/proc/post_sawoff()
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name = "assault shotgun"
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desc = sawn_desc
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w_class = WEIGHT_CLASS_NORMAL
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current_skin = "riotshotgun-short"
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item_state = "gun" //phil235 is it different with different skin?
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slot_flags &= ~SLOT_BACK //you can't sling it on your back
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slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
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sawn_state = SAWN_OFF
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magazine.max_ammo = 3
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update_icon()
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/obj/item/gun/projectile/shotgun/riot/proc/unsaw(obj/item/A, mob/user)
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if(sawn_state == SAWN_INTACT)
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to_chat(user, "<span class='warning'>[src] has not been shortened!</span>")
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return
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if(istype(loc, /obj/item/storage)) //To prevent inventory exploits
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to_chat(user, "<span class='info'>How do you plan to modify [src] while it's in a bag.</span>")
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return
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if(chambered) //if the gun is chambering live ammo, shoot self, if chambering empty ammo, 'click'
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if(chambered.BB)
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afterattack(user, user)
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user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
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return
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else
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afterattack(user, user)
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user.visible_message("The [src] goes click!", "<span class='notice'>The [src] you are holding goes click.</span>")
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if(magazine.ammo_count()) //Spill the mag onto the floor
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user.visible_message("<span class='danger'>[user.name] opens [src] up and the shells go goes flying around!</span>", "<span class='userdanger'>You open [src] up and the shells go goes flying everywhere!!</span>")
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while(get_ammo() > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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if(CB)
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CB.loc = get_turf(loc)
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CB.update_icon()
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if(do_after(user, 30, target = src))
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qdel(A)
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user.visible_message("<span class='notice'>[user] lengthens [src]!</span>", "<span class='notice'>You lengthen [src].</span>")
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post_unsaw(user)
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return 1
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/obj/item/gun/projectile/shotgun/riot/proc/post_unsaw()
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name = initial(name)
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desc = initial(desc)
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w_class = initial(w_class)
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current_skin = "riotshotgun"
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item_state = initial(item_state)
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slot_flags &= ~SLOT_BELT
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slot_flags |= SLOT_BACK
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sawn_state = SAWN_INTACT
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magazine.max_ammo = 6
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update_icon()
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/obj/item/gun/projectile/shotgun/riot/update_icon() //Can't use the old proc as it makes it go to riotshotgun-short_sawn
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..()
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if(current_skin)
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icon_state = "[current_skin]"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/gun/projectile/shotgun/riot/short
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mag_type = /obj/item/ammo_box/magazine/internal/shot/riot/short
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/obj/item/gun/projectile/shotgun/riot/short/New()
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..()
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post_sawoff()
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///////////////////////
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// BOLT ACTION RIFLE //
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///////////////////////
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/obj/item/gun/projectile/shotgun/boltaction
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name = "\improper Mosin Nagant"
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desc = "This piece of junk looks like something that could have been used 700 years ago."
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icon_state = "moistnugget"
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item_state = "moistnugget"
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slot_flags = 0 //no SLOT_BACK sprite, alas
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction
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var/bolt_open = 0
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/obj/item/gun/projectile/shotgun/boltaction/pump(mob/M)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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if(bolt_open)
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pump_reload(M)
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else
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pump_unload(M)
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bolt_open = !bolt_open
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update_icon() //I.E. fix the desc
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return 1
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/obj/item/gun/projectile/shotgun/blow_up(mob/user)
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. = 0
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if(chambered && chambered.BB)
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process_fire(user, user,0)
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. = 1
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/obj/item/gun/projectile/shotgun/boltaction/attackby(obj/item/A, mob/user, params)
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if(!bolt_open)
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to_chat(user, "<span class='notice'>The bolt is closed!</span>")
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return
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. = ..()
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/obj/item/gun/projectile/shotgun/boltaction/examine(mob/user)
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..()
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to_chat(user, "The bolt is [bolt_open ? "open" : "closed"].")
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/obj/item/gun/projectile/shotgun/boltaction/enchanted
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name = "enchanted bolt action rifle"
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desc = "Careful not to lose your head."
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var/guns_left = 30
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted
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/obj/item/gun/projectile/shotgun/boltaction/enchanted/New()
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..()
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bolt_open = 1
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pump()
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/obj/item/gun/projectile/shotgun/boltaction/enchanted/dropped()
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..()
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guns_left = 0
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/obj/item/gun/projectile/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
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..()
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if(guns_left)
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var/obj/item/gun/projectile/shotgun/boltaction/enchanted/GUN = new
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GUN.guns_left = guns_left - 1
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user.drop_item()
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user.swap_hand()
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user.put_in_hands(GUN)
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else
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user.drop_item()
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spawn(0)
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throw_at(pick(oview(7,get_turf(user))),1,1)
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user.visible_message("<span class='warning'>[user] tosses aside the spent rifle!</span>")
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// Automatic Shotguns//
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/obj/item/gun/projectile/shotgun/automatic
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/obj/item/gun/projectile/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
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..()
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pump(user)
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/obj/item/gun/projectile/shotgun/automatic/combat
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name = "combat shotgun"
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desc = "A semi automatic shotgun with tactical furniture and a six-shell capacity underneath."
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icon_state = "cshotgun"
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origin_tech = "combat=6"
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mag_type = /obj/item/ammo_box/magazine/internal/shot/com
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w_class = WEIGHT_CLASS_HUGE
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//Dual Feed Shotgun
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/obj/item/gun/projectile/shotgun/automatic/dual_tube
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name = "cycler shotgun"
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desc = "An advanced shotgun with two separate magazine tubes, allowing you to quickly toggle between ammo types."
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icon_state = "cycler"
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origin_tech = "combat=4;materials=2"
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mag_type = /obj/item/ammo_box/magazine/internal/shot/tube
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w_class = WEIGHT_CLASS_HUGE
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var/toggled = 0
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var/obj/item/ammo_box/magazine/internal/shot/alternate_magazine
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/obj/item/gun/projectile/shotgun/automatic/dual_tube/New()
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..()
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if(!alternate_magazine)
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alternate_magazine = new mag_type(src)
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/obj/item/gun/projectile/shotgun/automatic/dual_tube/attack_self(mob/living/user)
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if(!chambered && magazine.contents.len)
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pump()
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else
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toggle_tube(user)
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/obj/item/gun/projectile/shotgun/automatic/dual_tube/proc/toggle_tube(mob/living/user)
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var/current_mag = magazine
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var/alt_mag = alternate_magazine
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magazine = alt_mag
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alternate_magazine = current_mag
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toggled = !toggled
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if(toggled)
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to_chat(user, "You switch to tube B.")
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else
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to_chat(user, "You switch to tube A.")
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/obj/item/gun/projectile/shotgun/automatic/dual_tube/AltClick(mob/living/user)
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if(user.incapacitated() || !Adjacent(user) || !istype(user))
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return
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pump()
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// DOUBLE BARRELED SHOTGUN, IMPROVISED SHOTGUN, and CANE SHOTGUN are in revolver.dm
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