Files
Polaris/code/modules/projectiles/ammunition.dm
Erthilo a7dd312b3e TG: - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00

55 lines
1.3 KiB
Plaintext

/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'ammo.dmi'
icon_state = "s-casing"
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
throwforce = 1
w_class = 1.0
var/caliber = "" //Which kind of guns it can be loaded into
var/projectile_type = ""//The bullet type to create when New() is called
var/obj/item/projectile/BB = null //The loaded bullet
New()
..()
if(projectile_type)
BB = new projectile_type(src)
pixel_x = rand(-10.0, 10)
pixel_y = rand(-10.0, 10)
dir = pick(cardinal)
//Boxes of ammo
/obj/item/ammo_magazine
name = "ammo box (.357)"
desc = "A box of ammo"
icon_state = "357"
icon = 'ammo.dmi'
flags = FPRINT | TABLEPASS | CONDUCT
slot_flags = SLOT_BELT
item_state = "syringe_kit"
m_amt = 50000
throwforce = 2
w_class = 1.0
throw_speed = 4
throw_range = 10
var/list/stored_ammo = list()
var/ammo_type = "/obj/item/ammo_casing"
var/max_ammo = 7
var/multiple_sprites = 0
New()
for(var/i = 1, i <= max_ammo, i++)
stored_ammo += new ammo_type(src)
update_icon()
update_icon()
if(multiple_sprites)
icon_state = "[initial(icon_state)]-[stored_ammo.len]"
desc = "There are [stored_ammo.len] shell\s left!"