/obj/item/weapon/gun/projectile/shotgun name = "shotgun" desc = "Useful for sweeping alleys." icon_state = "shotgun" max_shells = 2 w_class = 4.0 force = 10 flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK caliber = "shotgun" origin_tech = "combat=3;materials=1" ammo_type = "/obj/item/ammo_casing/shotgun/beanbag" var recentpump = 0 // to prevent spammage pumped = 0 obj/item/ammo_casing/current_shell = null load_into_chamber() if(in_chamber) return 1 return 0 attack_self(mob/living/user as mob) if(recentpump) return pump() recentpump = 1 spawn(10) recentpump = 0 return proc/pump(mob/M) playsound(M, 'shotgunpump.ogg', 60, 1) pumped = 0 if(current_shell)//We have a shell in the chamber current_shell.loc = get_turf(src)//Eject casing current_shell = null if(in_chamber) in_chamber = null if(!loaded.len) return 0 var/obj/item/ammo_casing/AC = loaded[1] //load next casing. loaded -= AC //Remove casing from loaded list. current_shell = AC if(AC.BB) in_chamber = AC.BB //Load projectile into chamber. return 1 /obj/item/weapon/gun/projectile/shotgun/combat name = "combat shotgun" icon_state = "cshotgun" max_shells = 8 ammo_type = "/obj/item/ammo_casing/shotgun" /obj/item/weapon/gun/projectile/shotgun/combat2 name = "security combat shotgun" icon_state = "cshotgun" max_shells = 4