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https://github.com/PolarisSS13/Polaris.git
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A lot of new defines are now in inventory_sizes.dm, which contains; All the size identifiers (the thing that tells the game if something is bulky, or w/e). Storage costs for all the sizes, which are exponents of two, as previously. A few constants for inventory size. Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke. The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
313 lines
11 KiB
Plaintext
313 lines
11 KiB
Plaintext
/obj/item/weapon/gun/projectile/colt
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var/unique_reskin
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name = ".45 pistol"
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desc = "A cheap Martian knock-off of a Colt M1911. Uses .45 rounds."
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magazine_type = /obj/item/ammo_magazine/c45m
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allowed_magazines = list(/obj/item/ammo_magazine/c45m)
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icon_state = "colt"
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caliber = ".45"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/semiauto.ogg'
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load_method = MAGAZINE
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/obj/item/weapon/gun/projectile/colt/detective
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desc = "A Martian recreation of an old Terran pistol. Uses .45 rounds."
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
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/obj/item/weapon/gun/projectile/colt/detective/update_icon()
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if(ammo_magazine)
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if(unique_reskin)
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icon_state = unique_reskin
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else
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icon_state = initial(icon_state)
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else
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if(unique_reskin)
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icon_state = "[unique_reskin]-e"
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else
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icon_state = "[initial(icon_state)]-e"
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/obj/item/weapon/gun/projectile/colt/detective/verb/rename_gun()
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set name = "Name Gun"
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set category = "Object"
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set desc = "Rename your gun. If you're Security."
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var/mob/M = usr
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if(!M.mind) return 0
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var/job = M.mind.assigned_role
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if(job != "Detective" && job != "Security Officer" && job != "Warden" && job != "Head of Security")
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M << "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>"
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return 0
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var/input = sanitizeSafe(input("What do you want to name the gun?", ,""), MAX_NAME_LEN)
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if(src && input && !M.stat && in_range(M,src))
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name = input
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M << "You name the gun [input]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/colt/detective/verb/reskin_gun()
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set name = "Resprite gun"
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set category = "Object"
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set desc = "Click to choose a sprite for your gun."
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var/mob/M = usr
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var/list/options = list()
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options["NT Mk. 58"] = "secguncomp"
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options["NT Mk. 58 Custom"] = "secgundark"
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options["Colt M1911"] = "colt"
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options["FiveSeven"] = "fnseven"
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options["USP"] = "usp"
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options["H&K VP"] = "VP78"
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options["P08 Luger"] = "p08"
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options["P08 Luger, Brown"] = "p08b"
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var/choice = input(M,"What do you want the gun's sprite to be?","Resprite Gun") in options
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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unique_reskin = options[choice]
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M << "Your gun is now sprited as [choice]. Say hello to your new friend."
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return 1
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/obj/item/weapon/gun/projectile/sec
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name = ".45 pistol"
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desc = "The NT Mk58 is a cheap, ubiquitous sidearm, produced by a NanoTrasen subsidiary. Found pretty much everywhere humans are. Uses .45 rounds."
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icon_state = "secguncomp"
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magazine_type = /obj/item/ammo_magazine/c45m/rubber
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caliber = ".45"
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2)
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fire_sound = 'sound/weapons/semiauto.ogg'
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load_method = MAGAZINE
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/obj/item/weapon/gun/projectile/sec/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "secguncomp"
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else
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icon_state = "secguncomp-e"
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/obj/item/weapon/gun/projectile/sec/flash
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name = ".45 signal pistol"
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magazine_type = /obj/item/ammo_magazine/c45m/flash
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/obj/item/weapon/gun/projectile/sec/wood
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desc = "The NT Mk58 is a cheap, ubiquitous sidearm, produced by a NanoTrasen subsidiary. This one has a sweet wooden grip. Uses .45 rounds."
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name = "custom .45 Pistol"
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icon_state = "secgundark"
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/obj/item/weapon/gun/projectile/sec/wood/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "secgundark"
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else
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icon_state = "secgundark-e"
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/obj/item/weapon/gun/projectile/silenced
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name = "silenced pistol"
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desc = "A small, quiet, easily concealable gun. Uses .45 rounds."
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icon_state = "silenced_pistol"
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w_class = ITEMSIZE_NORMAL
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caliber = ".45"
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silenced = 1
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fire_delay = 1
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recoil = 0
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/c45m
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allowed_magazines = list(/obj/item/ammo_magazine/c45m)
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/obj/item/weapon/gun/projectile/deagle
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name = "desert eagle"
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desc = "A robust handgun that uses .50 AE rounds."
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icon_state = "deagle"
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item_state = "deagle"
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force = 14.0
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caliber = ".50"
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load_method = MAGAZINE
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fire_sound = 'sound/weapons/deagle.ogg'
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magazine_type = /obj/item/ammo_magazine/a50
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allowed_magazines = list(/obj/item/ammo_magazine/a50)
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/obj/item/weapon/gun/projectile/deagle/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "[initial(icon_state)]"
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else
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icon_state = "[initial(icon_state)]-e"
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/obj/item/weapon/gun/projectile/deagle/gold
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desc = "A gold plated gun folded over a million times by superior martian gunsmiths. Uses .50 AE rounds."
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icon_state = "deagleg"
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item_state = "deagleg"
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/obj/item/weapon/gun/projectile/deagle/camo
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desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE rounds."
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icon_state = "deaglecamo"
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item_state = "deagleg"
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/*
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/obj/item/weapon/gun/projectile/fiveseven
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name = "\improper WT-AP57"
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desc = "This tacticool pistol made by Ward-Takahashi trades stopping power for armor piercing and a high capacity. Uses 5mm rounds."
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icon_state = "fnseven"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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caliber = "5mm"
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load_method = MAGAZINE
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fire_sound = 'sound/weapons/semiauto.ogg'
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magazine_type = /obj/item/ammo_magazine/c5mm
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allowed_magazines = list(/obj/item/ammo_magazine/c5mm)
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/obj/item/weapon/gun/projectile/fiveseven/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "fnseven"
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else
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icon_state = "fnseven-empty"
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*/
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/obj/item/weapon/gun/projectile/gyropistol // Does this even appear anywhere outside of admin abuse?
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name = "gyrojet pistol"
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desc = "Speak softly, and carry a big gun. Fires rare .75 caliber self-propelled exploding bolts--because fuck you and everything around you."
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icon_state = "gyropistol"
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max_shells = 8
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caliber = "75"
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fire_sound = 'sound/weapons/rpg.ogg'
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origin_tech = list(TECH_COMBAT = 3)
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ammo_type = "/obj/item/ammo_casing/a75"
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/a75
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allowed_magazines = list(/obj/item/ammo_magazine/a75)
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auto_eject = 1
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auto_eject_sound = 'sound/weapons/smg_empty_alarm.ogg'
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/obj/item/weapon/gun/projectile/gyropistol/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "gyropistolloaded"
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else
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icon_state = "gyropistol"
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/obj/item/weapon/gun/projectile/pistol
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name = "holdout pistol"
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desc = "The Lumoco Arms P3 Whisper. A small, easily concealable gun. Uses 9mm rounds."
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icon_state = "pistol"
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item_state = null
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w_class = ITEMSIZE_SMALL
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caliber = "9mm"
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silenced = 0
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 2)
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fire_sound = 'sound/weapons/semiauto.ogg'
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load_method = MAGAZINE
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magazine_type = /obj/item/ammo_magazine/mc9mm
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allowed_magazines = list(/obj/item/ammo_magazine/mc9mm)
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/obj/item/weapon/gun/projectile/pistol/flash
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name = "holdout signal pistol"
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magazine_type = /obj/item/ammo_magazine/mc9mm/flash
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/obj/item/weapon/gun/projectile/pistol/attack_hand(mob/living/user as mob)
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if(user.get_inactive_hand() == src)
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if(silenced)
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if(!user.item_is_in_hands(src))
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..()
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return
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user << "<span class='notice'>You unscrew [silenced] from [src].</span>"
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user.put_in_hands(silenced)
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silenced = 0
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w_class = ITEMSIZE_SMALL
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update_icon()
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return
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..()
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/obj/item/weapon/gun/projectile/pistol/attackby(obj/item/I as obj, mob/living/user as mob)
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if(istype(I, /obj/item/weapon/silencer))
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if(!user.item_is_in_hands(src)) //if we're not in his hands
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user << "<span class='notice'>You'll need [src] in your hands to do that.</span>"
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return
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user.drop_item()
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user << "<span class='notice'>You screw [I] onto [src].</span>"
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silenced = I //dodgy?
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w_class = ITEMSIZE_NORMAL
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I.loc = src //put the silencer into the gun
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update_icon()
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return
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..()
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/obj/item/weapon/gun/projectile/pistol/update_icon()
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..()
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if(silenced)
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icon_state = "pistol-silencer"
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else
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icon_state = "pistol"
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/obj/item/weapon/silencer
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name = "silencer"
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desc = "a silencer"
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icon = 'icons/obj/gun.dmi'
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icon_state = "silencer"
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w_class = ITEMSIZE_SMALL
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/obj/item/weapon/gun/projectile/pirate
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name = "zip gun"
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desc = "Little more than a barrel, handle, and firing mechanism, cheap makeshift firearms like this one are not uncommon in frontier systems."
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icon_state = "sawnshotgun"
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item_state = "sawnshotgun"
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handle_casings = CYCLE_CASINGS //player has to take the old casing out manually before reloading
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load_method = SINGLE_CASING
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max_shells = 1 //literally just a barrel
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var/global/list/ammo_types = list(
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/obj/item/ammo_casing/a357 = ".357",
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/obj/item/ammo_casing/c9mmf = "9mm",
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/obj/item/ammo_casing/c45f = ".45",
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/obj/item/ammo_casing/a10mm = "10mm",
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/obj/item/ammo_casing/shotgun = "12 gauge",
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/obj/item/ammo_casing/shotgun = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/pellet = "12 gauge",
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/obj/item/ammo_casing/shotgun/beanbag = "12 gauge",
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/obj/item/ammo_casing/shotgun/stunshell = "12 gauge",
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/obj/item/ammo_casing/shotgun/flash = "12 gauge",
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/obj/item/ammo_casing/a762 = "7.62mm",
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/obj/item/ammo_casing/a556 = "5.56mm"
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)
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/obj/item/weapon/gun/projectile/pirate/New()
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ammo_type = pick(ammo_types)
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desc += " Uses [ammo_types[ammo_type]] rounds."
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var/obj/item/ammo_casing/ammo = ammo_type
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caliber = initial(ammo.caliber)
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..()
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/obj/item/weapon/gun/projectile/derringer
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name = "derringer"
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desc = "It's not size of your gun that matters, just the size of your load. Uses .357 rounds." //OHHH MYYY~
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icon_state = "derringer"
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item_state = "concealed"
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w_class = ITEMSIZE_SMALL
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origin_tech = list(TECH_COMBAT = 2, TECH_MATERIAL = 2, TECH_ILLEGAL = 3)
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handle_casings = CYCLE_CASINGS //player has to take the old casing out manually before reloading
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load_method = SINGLE_CASING
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max_shells = 2
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ammo_type = /obj/item/ammo_casing/a357
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/obj/item/weapon/gun/projectile/luger
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name = "\improper P08 Luger"
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desc = "Not some cheap Scheisse .45 caliber Martian knockoff! This Luger is an authentic reproduction by RauMauser. Accuracy, easy handling, and its signature appearance make it popular among historic gun collectors. Uses 9mm rounds."
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icon_state = "p08"
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origin_tech = list(TECH_COMBAT = 3, TECH_MATERIAL = 2)
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caliber = "9mm"
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load_method = MAGAZINE
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fire_sound = 'sound/weapons/semiauto.ogg'
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magazine_type = /obj/item/ammo_magazine/mc9mm
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allowed_magazines = list(/obj/item/ammo_magazine/mc9mm)
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/obj/item/weapon/gun/projectile/luger/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "[initial(icon_state)]"
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else
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icon_state = "[initial(icon_state)]-e"
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/obj/item/weapon/gun/projectile/luger/brown
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icon_state = "p08b" |