Files
Paradise/code/modules/projectiles/guns/projectile.dm
Tigercat2000 71e5344a98 Mass replace
2016-07-07 19:34:02 -07:00

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6.9 KiB
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/obj/item/weapon/gun/projectile
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
name = "projectile gun"
icon_state = "pistol"
origin_tech = "combat=2;materials=2"
w_class = 3
materials = list(MAT_METAL=1000)
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
var/obj/item/ammo_box/magazine/magazine
/obj/item/weapon/gun/projectile/New()
..()
if(!magazine)
magazine = new mag_type(src)
chamber_round()
update_icon()
return
/obj/item/weapon/gun/projectile/update_icon()
..()
if(current_skin)
icon_state = "[current_skin][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
else
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
/obj/item/weapon/gun/projectile/process_chamber(eject_casing = 1, empty_chamber = 1)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(isnull(AC) || !istype(AC))
chamber_round()
return
if(eject_casing)
AC.loc = get_turf(src) //Eject casing onto ground.
AC.SpinAnimation(10, 1) //next gen special effects
if(empty_chamber)
chambered = null
chamber_round()
return
/obj/item/weapon/gun/projectile/proc/chamber_round()
if(chambered || !magazine)
return
else if(magazine.ammo_count())
chambered = magazine.get_round()
chambered.loc = src
return
/obj/item/weapon/gun/projectile/can_shoot()
if(!magazine || !magazine.ammo_count(0))
return 0
return 1
/obj/item/weapon/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
if(istype(A, /obj/item/ammo_box/magazine))
var/obj/item/ammo_box/magazine/AM = A
if(!magazine && istype(AM, mag_type))
user.remove_from_mob(AM)
magazine = AM
magazine.loc = src
to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
chamber_round()
A.update_icon()
update_icon()
return 1
else if(magazine)
to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
if(istype(A, /obj/item/weapon/suppressor))
var/obj/item/weapon/suppressor/S = A
if(can_suppress)
if(!suppressed)
if(!user.unEquip(A))
return
to_chat(user, "<span class='notice'>You screw [S] onto [src].</span>")
suppressed = A
S.oldsound = fire_sound
S.initial_w_class = w_class
fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
w_class = 3 //so pistols do not fit in pockets when suppressed
A.loc = src
update_icon()
return
else
to_chat(user, "<span class='warning'>[src] already has a suppressor.</span>")
return
else
to_chat(user, "<span class='warning'>You can't seem to figure out how to fit [S] on [src].</span>")
return
return 0
/obj/item/weapon/gun/projectile/attack_hand(mob/user)
if(loc == user)
if(suppressed && can_unsuppress)
var/obj/item/weapon/suppressor/S = suppressed
if(user.l_hand != src && user.r_hand != src)
..()
return
to_chat(user, "<span class='notice'>You unscrew [suppressed] from [src].</span>")
user.put_in_hands(suppressed)
fire_sound = S.oldsound
w_class = S.initial_w_class
suppressed = 0
update_icon()
return
..()
/obj/item/weapon/gun/projectile/attack_self(mob/living/user as mob)
var/obj/item/ammo_casing/AC = chambered //Find chambered round
if(magazine)
magazine.loc = get_turf(loc)
user.put_in_hands(magazine)
magazine.update_icon()
magazine = null
to_chat(user, "<span class='notice'>You pull the magazine out of \the [src]!</span>")
else if(chambered)
AC.loc = get_turf(src)
AC.SpinAnimation(10, 1)
chambered = null
to_chat(user, "<span class='notice'>You unload the round from \the [src]'s chamber.</span>")
else
to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
update_icon()
return
/obj/item/weapon/gun/projectile/examine(mob/user)
..()
to_chat(user, "Has [get_ammo()] round\s remaining.")
/obj/item/weapon/gun/projectile/proc/get_ammo(countchambered = 1)
var/boolets = 0 //mature var names for mature people
if(chambered && countchambered)
boolets++
if(magazine)
boolets += magazine.ammo_count()
return boolets
/obj/item/weapon/gun/projectile/suicide_act(mob/user)
if(chambered && chambered.BB && !chambered.BB.nodamage)
user.visible_message("<span class='suicide'>[user] is putting the barrel of the [name] in \his mouth. It looks like \he's trying to commit suicide.</span>")
sleep(25)
if(user.l_hand == src || user.r_hand == src)
process_fire(user, user, 0, zone_override = "head")
user.visible_message("<span class='suicide'>[user] blows \his brains out with the [name]!</span>")
return(BRUTELOSS)
else
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
return(OXYLOSS)
else
user.visible_message("<span class='suicide'>[user] is pretending to blow \his brains out with the [name]! It looks like \he's trying to commit suicide!</b></span>")
playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
return (OXYLOSS)
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user)
if(sawn_state == SAWN_OFF)
to_chat(user, "<span class='warning'>\The [src] is already shortened!</span>")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] begins to shorten \the [src].", "<span class='notice'>You begin to shorten \the [src]...</span>")
//if there's any live ammo inside the gun, makes it go off
if(blow_up(user))
user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
return
if(do_after(user, 30, target = src))
if(sawn_state == SAWN_OFF)
return
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
name = "sawn-off [name]"
desc = sawn_desc
w_class = 3
item_state = "gun"//phil235 is it different with different skin?
slot_flags &= ~SLOT_BACK //you can't sling it on your back
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
sawn_state = SAWN_OFF
update_icon()
return 1
// Sawing guns related proc
/obj/item/weapon/gun/projectile/proc/blow_up(mob/user)
. = 0
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
if(AC.BB)
process_fire(user, user,0)
. = 1
/obj/item/weapon/suppressor
name = "suppressor"
desc = "A universal syndicate small-arms suppressor for maximum espionage."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"
item_state = "suppressor"
w_class = 2
var/oldsound = null
var/initial_w_class = null
/obj/item/weapon/suppressor/specialoffer
name = "cheap suppressor"
desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits all weapons."
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "suppressor"