Files
Paradise/code/modules/projectiles/guns/projectile/shotgun.dm
2016-01-29 09:12:37 -05:00

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/obj/item/weapon/gun/projectile/shotgun
name = "shotgun"
desc = "A traditional shotgun with wood furniture and a four-shell capacity underneath."
icon_state = "shotgun"
item_state = "shotgun"
w_class = 4.0
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
origin_tech = "combat=4;materials=2"
var/recentpump = 0 // to prevent spammage
mag_type = "/obj/item/ammo_box/magazine/internal/shot"
/obj/item/weapon/gun/projectile/shotgun/attackby(var/obj/item/A as obj, mob/user as mob, params)
var/num_loaded = 0
if(istype(A, /obj/item/ammo_box))
var/obj/item/ammo_box/AM = A
for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
var/didload = magazine.give_round(AC)
if(didload)
AM.stored_ammo -= AC
num_loaded++
if(!didload || !magazine.multiload)
break
if(istype(A, /obj/item/ammo_casing))
var/obj/item/ammo_casing/AC = A
if(magazine && magazine.give_round(AC))
user.drop_item()
AC.loc = src
num_loaded++
if(num_loaded)
user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
A.update_icon()
update_icon()
/obj/item/weapon/gun/projectile/shotgun/process_chambered()
return ..(0, 0)
/obj/item/weapon/gun/projectile/shotgun/chamber_round()
return
/obj/item/weapon/gun/projectile/shotgun/attack_self(mob/living/user as mob)
if(recentpump) return
pump(user)
recentpump = 1
spawn(10)
recentpump = 0
return
/obj/item/weapon/gun/projectile/shotgun/proc/pump(mob/M as mob)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
pump_unload(M)
pump_reload(M)
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/proc/pump_unload(mob/M)
if(chambered)//We have a shell in the chamber
chambered.loc = get_turf(src)//Eject casing
chambered.SpinAnimation(5, 1)
chambered = null
if(in_chamber)
in_chamber = null
/obj/item/weapon/gun/projectile/shotgun/proc/pump_reload(mob/M)
if(!magazine.ammo_count()) return 0
var/obj/item/ammo_casing/AC = magazine.get_round() //load next casing.
chambered = AC
/obj/item/weapon/gun/projectile/shotgun/examine(mob/user)
..(user)
if (chambered)
user << "A [chambered.BB ? "live" : "spent"] one is in the chamber."
/obj/item/weapon/gun/projectile/shotgun/isHandgun() //You cannot, in fact, holster a shotgun.
return 0
// RIOT SHOTGUN //
/obj/item/weapon/gun/projectile/shotgun/riot //for spawn in the armory
name = "riot shotgun"
desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control."
icon_state = "riotshotgun"
mag_type = "/obj/item/ammo_box/magazine/internal/shotriot"
sawn_desc = "Come with me if you want to live."
/obj/item/weapon/gun/projectile/shotgun/riot/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
sawoff(user)
///////////////////////
// BOLT ACTION RIFLE //
///////////////////////
/obj/item/weapon/gun/projectile/shotgun/boltaction
name = "\improper Mosin Nagant"
desc = "This piece of junk looks like something that could have been used 700 years ago."
icon_state = "moistnugget"
item_state = "moistnugget"
slot_flags = 0 //no SLOT_BACK sprite, alas
mag_type = "/obj/item/ammo_box/magazine/internal/boltaction"
var/bolt_open = 0
/obj/item/weapon/gun/projectile/shotgun/boltaction/pump(mob/M)
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
if(bolt_open)
pump_reload(M)
else
pump_unload(M)
bolt_open = !bolt_open
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(var/obj/item/A as obj, mob/user as mob)
if(!bolt_open)
user << "<span class='notice'>The bolt is closed!</span>"
return
. = ..()
/obj/item/weapon/gun/projectile/shotgun/boltaction/examine(mob/user)
..(user)
user << "The bolt is [bolt_open ? "open" : "closed"]."
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted
name = "enchanted bolt action rifle"
desc = "Careful not to lose your head."
var/guns_left = 30
mag_type = "/obj/item/ammo_box/magazine/internal/boltaction/enchanted"
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/New()
..()
bolt_open = 1
pump()
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/dropped()
guns_left = 0
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/Fire(atom/target as mob|obj|turf|area, mob/living/carbon/user as mob|obj, params, reflex = 0)
..()
if(guns_left)
var/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/GUN = new
GUN.guns_left = src.guns_left - 1
user.drop_item()
user.swap_hand()
user.put_in_hands(GUN)
else
user.drop_item()
spawn(0)
throw_at(pick(oview(7,get_turf(user))),1,1)
user.visible_message("<span class='warning'>[user] tosses aside the spent rifle!</span>")
/obj/item/ammo_box/magazine/internal/boltaction/enchanted
max_ammo =1
/////////////////////////////
// DOUBLE BARRELED SHOTGUN //
/////////////////////////////
/obj/item/weapon/gun/projectile/revolver/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "shotgun"
w_class = 4.0
force = 10
flags = CONDUCT
slot_flags = SLOT_BACK
origin_tech = "combat=3;materials=1"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/dualshot"
sawn_desc = "Omar's coming!"
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
sawoff(user)
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attack_self(mob/living/user as mob)
var/num_unloaded = 0
while (get_ammo() > 0)
var/obj/item/ammo_casing/CB
CB = magazine.get_round(0)
chambered = null
CB.loc = get_turf(src.loc)
CB.update_icon()
num_unloaded++
if (num_unloaded)
user << "<span class = 'notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>"
else
user << "<span class='notice'>[src] is empty.</span>"
/obj/item/weapon/gun/projectile/revolver/doublebarrel/isHandgun() //contrary to popular opinion, double barrels are not, shockingly, handguns
return 0
// IMPROVISED SHOTGUN //
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "Essentially a tube that aims shotgun shells."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = 4.0
force = 10
slot_flags = null
origin_tech = "combat=2;materials=2"
mag_type = "/obj/item/ammo_box/magazine/internal/cylinder/improvised"
sawn_desc = "I'm just here for the gasoline."
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_state)
var/obj/item/stack/cable_coil/C = A
if(C.use(10))
slot_flags = SLOT_BACK
icon_state = "ishotgunsling"
user << "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>"
update_icon()
else
user << "<span class='warning'>You need at least ten lengths of cable if you want to make a sling.</span>"
return
// Sawing guns related procs //
/obj/item/weapon/gun/projectile/proc/blow_up(mob/user as mob)
if(get_ammo())
afterattack(user, user)
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The [src] goes off!</span>", "<span class='danger'>The [src] goes off in your face!</span>")
return
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user as mob)
if(sawn_state == SAWN_OFF)
user << "<span class='notice'>\The [src] is already shortened.</span>"
return
if(sawn_state == SAWN_SAWING)
return
user.visible_message("<span class='notice'>[user] begins to shorten \the [src].</span>", "<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
sawn_state = SAWN_SAWING
if(do_after(user, 30, target = src))
user.visible_message("<span class='warning'>[user] shortens \the [src]!</span>", "<span class='warning'>You shorten \the [src]!</span>")
name = "sawn-off [src.name]"
desc = sawn_desc
icon_state = "[icon_state]-sawn"
w_class = 3.0
item_state = "gun"
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
else
sawn_state = SAWN_INTACT
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog
name = "\improper 'Bulldog' Shotgun"
desc = "A compact, mag-fed semi-automatic shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
icon_state = "bulldog"
item_state = "bulldog"
w_class = 3.0
origin_tech = "combat=5;materials=4;syndicate=6"
mag_type = "/obj/item/ammo_box/magazine/m12g"
fire_sound = 'sound/weapons/Gunshot4.ogg'
can_suppress = 0
burst_size = 1
fire_delay = 0
action_button_name = null
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/proc/update_magazine()
if(magazine)
overlays.Cut()
overlays += "[magazine.icon_state]"
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/update_icon()
overlays.Cut()
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
return
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/afterattack(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, flag)
..()
empty_alarm()
return
/obj/item/weapon/gun/projectile/shotgun/automatic/Fire(mob/living/user as mob|obj)
..()
pump(user)
// COMBAT SHOTGUN //
/obj/item/weapon/gun/projectile/shotgun/automatic/combat
name = "combat shotgun"
desc = "A semi automatic shotgun with tactical furniture and a six-shell capacity underneath."
icon_state = "cshotgun"
origin_tech = "combat=5;materials=2"
mag_type = "/obj/item/ammo_box/magazine/internal/shotcom"
w_class = 5