Files
Polaris/code/modules/projectiles/guns/projectile/shotgun.dm
2012-05-22 23:37:56 +01:00

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/obj/item/weapon/gun/projectile/shotgun/pump
name = "shotgun"
desc = "Useful for sweeping alleys."
icon_state = "shotgun"
item_state = "shotgun"
max_shells = 4
w_class = 4.0
force = 10
flags = FPRINT | TABLEPASS | CONDUCT | USEDELAY | ONBACK
caliber = "shotgun"
origin_tech = "combat=4;materials=2"
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(..())
if(recentpump) return
pump()
recentpump = 1
spawn(10)
recentpump = 0
return
proc/pump(mob/M as mob)
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.
update_icon() //I.E. fix the desc
return 1
/obj/item/weapon/gun/projectile/shotgun/pump/combat
name = "combat shotgun"
icon_state = "cshotgun"
item_state = "cshotgun"
max_shells = 8
origin_tech = "combat=5;materials=2"
ammo_type = "/obj/item/ammo_casing/shotgun"
//this is largely hacky and bad :( -Pete
/obj/item/weapon/gun/projectile/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_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"
load_into_chamber()
if(in_chamber)
return 1
if(!loaded.len)
return 0
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
AC.desc += " This one is spent."
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
return 1
return 0
attack_self(mob/living/user as mob)
if(..())
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !loaded.len)
user << "<span class='notice'>\The [src] is empty.</span>"
return
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
if(shell in loaded)
loaded -= shell
shell.loc = get_turf(src.loc)
user << "<span class='notice'>You break \the [src].</span>"
update_icon()
return
attackby(var/obj/item/A as obj, mob/user as mob)
if(istype(A, /obj/item/ammo_casing) && !load_method)
var/obj/item/ammo_casing/AC = A
if(AC.caliber == caliber && (loaded.len < max_shells) && (contents.len < max_shells)) //forgive me father, for i have sinned
user.drop_item()
AC.loc = src
loaded += AC
user << "<span class='notice'>You load a shell into \the [src]!</span>"
A.update_icon()
update_icon()
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
if(loaded.len)
afterattack(user, user) //will this work?
playsound(user, fire_sound, 50, 1)
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
return
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
icon_state = "sawnshotgun"
item_state = "sawnshotgun"
w_class = 3.0
item_state = "gun"
flags &= ~ONBACK //you can't sling it on your back
flags |= ONBELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
name = "sawn-off shotgun"
desc = "Omar's coming!"
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"