mirror of
https://github.com/ParadiseSS13/Paradise.git
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194 lines
6.1 KiB
Plaintext
194 lines
6.1 KiB
Plaintext
/obj/item/gun/projectile/automatic/sniper_rifle
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name = "sniper rifle"
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desc = "The kind of gun that will leave you crying for mummy before you even realise your leg's missing."
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icon_state = "sniper"
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item_state = "sniper"
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recoil = 2
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weapon_weight = WEAPON_HEAVY
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mag_type = /obj/item/ammo_box/magazine/sniper_rounds
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fire_sound = 'sound/weapons/gunshots/gunshot_sniper.ogg'
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magin_sound = 'sound/weapons/gun_interactions/batrifle_magin.ogg'
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magout_sound = 'sound/weapons/gun_interactions/batrifle_magout.ogg'
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fire_delay = 40
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burst_size = 1
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origin_tech = "combat=7"
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can_unsuppress = TRUE
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can_suppress = TRUE
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w_class = WEIGHT_CLASS_NORMAL
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zoomable = TRUE
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zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
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slot_flags = SLOT_FLAG_BACK
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actions_types = list()
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execution_speed = 8 SECONDS
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/obj/item/gun/projectile/automatic/sniper_rifle/process_fire(atom/target, mob/living/user, message = TRUE, params, zone_override, bonus_spread = 0)
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if(istype(chambered.BB, /obj/item/projectile/bullet/sniper) && !zoomed)
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var/obj/item/projectile/bullet/sniper/S = chambered.BB
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if(S.non_zoom_spread)
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to_chat(user, "<span class='warning'>[src] must be zoomed in to fire this ammunition accurately!</span>")
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bonus_spread += S.non_zoom_spread
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return ..()
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/obj/item/gun/projectile/automatic/sniper_rifle/syndicate
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name = "syndicate sniper rifle"
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desc = "Syndicate flavoured sniper rifle, it packs quite a punch, a punch to your face."
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origin_tech = "combat=7;syndicate=6"
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/obj/item/gun/projectile/automatic/sniper_rifle/update_icon_state()
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if(magazine)
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icon_state = "sniper-mag"
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else
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icon_state = "sniper"
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//Normal Boolets
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/obj/item/ammo_box/magazine/sniper_rounds
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name = "sniper rounds (.50)"
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icon_state = ".50mag"
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origin_tech = "combat=6;syndicate=2"
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ammo_type = /obj/item/ammo_casing/point50
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max_ammo = 6
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caliber = ".50"
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/obj/item/ammo_box/magazine/sniper_rounds/update_icon_state()
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if(ammo_count())
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icon_state = "[initial(icon_state)]-ammo"
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else
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icon_state = "[initial(icon_state)]"
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/obj/item/ammo_casing/point50
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desc = "A .50 bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper
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muzzle_flash_strength = MUZZLE_FLASH_STRENGTH_STRONG
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muzzle_flash_range = MUZZLE_FLASH_RANGE_STRONG
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icon_state = ".50"
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/obj/item/projectile/bullet/sniper
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damage = 70
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weaken = 10 SECONDS
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armour_penetration_flat = 70
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forced_accuracy = TRUE
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pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSGIRDER
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speed = 0.5
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var/non_zoom_spread = 0
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/obj/item/ammo_box/magazine/sniper_rounds/antimatter
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name = "sniper rounds (Antimatter)"
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desc = "Antimatter sniper rounds, for when you really don't like something. Requires zooming in to fire accurately."
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icon_state = "antimatter"
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ammo_type = /obj/item/ammo_casing/antimatter
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/obj/item/ammo_casing/antimatter
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desc = "A .50 antimatter bullet casing, designed to cause massive damage to whatever is hit."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/antimatter
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icon_state = ".50"
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/obj/item/projectile/bullet/sniper/antimatter
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name = "antimatter bullet"
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dismemberment = 50
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non_zoom_spread = 60
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/obj/item/projectile/bullet/sniper/antimatter/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && (!ismob(target)))
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target.ex_act(rand(1,2))
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return ..()
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//Sleepy ammo
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/obj/item/ammo_box/magazine/sniper_rounds/soporific
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name = "sniper rounds (Zzzzz)"
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desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
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icon_state = "soporific"
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origin_tech = "combat=6;syndicate=3"
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ammo_type = /obj/item/ammo_casing/soporific
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max_ammo = 3
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/obj/item/ammo_casing/soporific
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desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/soporific
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icon_state = ".50"
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harmful = FALSE
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/obj/item/projectile/bullet/sniper/soporific
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armour_penetration_flat = 0
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nodamage = 1
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weaken = 0
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/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && isliving(target))
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var/mob/living/L = target
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L.SetSleeping(40 SECONDS)
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return ..()
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//hemorrhage ammo
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/obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
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name = "sniper rounds (Bleed)"
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desc = "Haemorrhage sniper rounds, leaves your target in a pool of crimson pain"
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icon_state = "haemorrhage"
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ammo_type = /obj/item/ammo_casing/haemorrhage
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max_ammo = 5
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/obj/item/ammo_casing/haemorrhage
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desc = "A .50 bullet casing, specialised in causing massive bloodloss"
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/haemorrhage
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icon_state = ".50"
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/obj/item/projectile/bullet/sniper/haemorrhage
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armour_penetration_flat = 25
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damage = 45
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weaken = 6 SECONDS
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/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
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if((blocked != 100) && iscarbon(target))
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var/mob/living/carbon/C = target
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C.bleed(150)
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return ..()
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//penetrator ammo
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/obj/item/ammo_box/magazine/sniper_rounds/penetrator
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name = "sniper rounds (penetrator)"
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desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
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icon_state = "penetrator"
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ammo_type = /obj/item/ammo_casing/penetrator
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origin_tech = "combat=6;syndicate=3"
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max_ammo = 5
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/obj/item/ammo_casing/penetrator
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desc = "A .50 caliber penetrator round casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/penetrator
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icon_state = ".50"
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/obj/item/projectile/bullet/sniper/penetrator
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icon_state = "gauss"
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name = "penetrator round"
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damage = 60
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forcedodge = -1
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weaken = 0
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speed = 0.75
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pass_flags = PASSTABLE //damage glass
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//toy magazine
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/obj/item/ammo_box/magazine/toy/sniper_rounds
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name = "donksoft Sniper magazine"
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icon_state = ".50mag"
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ammo_type = /obj/item/ammo_casing/caseless/foam_dart/sniper/riot
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max_ammo = 6
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caliber = "foam_force_sniper"
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/obj/item/ammo_box/magazine/toy/sniper_rounds/update_icon_state()
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return
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/obj/item/ammo_box/magazine/toy/sniper_rounds/update_overlays()
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. = ..()
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var/ammo = ammo_count()
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if(ammo && istype(contents[contents.len], /obj/item/ammo_casing/caseless/foam_dart/sniper/riot))
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. += ".50mag-r"
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else if(ammo)
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. += ".50mag-f"
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