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- Adds Action Buttons for Sniper Rifles I have been thinking of a very mild buff to the LWAP, mainly because the Laser Cannon does far more damage and is more portable, and the Laser Rifle has much more shots and has swappable cells. But for now just going with this QOL Tweak.
112 lines
3.8 KiB
Plaintext
112 lines
3.8 KiB
Plaintext
////////////// PTR-7 Anti-Materiel Rifle //////////////
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/obj/item/weapon/gun/projectile/heavysniper
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name = "anti-materiel rifle"
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desc = "A portable anti-armour rifle fitted with a scope, the HI PTR-7 Rifle was originally designed to used against armoured exosuits. It is capable of punching through windows and non-reinforced walls with ease. Fires armor piercing 14.5mm shells."
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icon_state = "heavysniper"
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item_state_slots = list(slot_r_hand_str = "l6closed-empty", slot_l_hand_str = "l6closed-empty") // placeholder
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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force = 10
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slot_flags = SLOT_BACK
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action_button_name = "Use Scope"
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
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caliber = "14.5mm"
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recoil = 5 //extra kickback
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handle_casings = HOLD_CASINGS
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load_method = SINGLE_CASING
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max_shells = 1
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ammo_type = /obj/item/ammo_casing/a145
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projectile_type = /obj/item/projectile/bullet/rifle/a145
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accuracy = -75
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scoped_accuracy = 75
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ignore_visor_zoom_restriction = TRUE // Ignore the restriction on vision modifiers when using this gun's scope.
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// one_handed_penalty = 90
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var/bolt_open = 0
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/obj/item/weapon/gun/projectile/heavysniper/update_icon()
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if(bolt_open)
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icon_state = "heavysniper-open"
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else
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icon_state = "heavysniper"
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/obj/item/weapon/gun/projectile/heavysniper/attack_self(mob/user as mob)
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playsound(src.loc, 'sound/weapons/flipblade.ogg', 50, 1)
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bolt_open = !bolt_open
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if(bolt_open)
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if(chambered)
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to_chat(user, "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>")
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chambered.loc = get_turf(src)
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loaded -= chambered
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chambered = null
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else
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to_chat(user, "<span class='notice'>You work the bolt open.</span>")
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else
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to_chat(user, "<span class='notice'>You work the bolt closed.</span>")
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bolt_open = 0
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add_fingerprint(user)
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update_icon()
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/obj/item/weapon/gun/projectile/heavysniper/special_check(mob/user)
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if(bolt_open)
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to_chat(user, "<span class='warning'>You can't fire [src] while the bolt is open!</span>")
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return 0
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return ..()
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/obj/item/weapon/gun/projectile/heavysniper/load_ammo(var/obj/item/A, mob/user)
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if(!bolt_open)
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return
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..()
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/obj/item/weapon/gun/projectile/heavysniper/unload_ammo(mob/user, var/allow_dump=1)
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if(!bolt_open)
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return
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..()
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/obj/item/weapon/gun/projectile/heavysniper/ui_action_click()
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scope()
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/obj/item/weapon/gun/projectile/heavysniper/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0)
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////////////// Dragunov Sniper Rifle //////////////
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/obj/item/weapon/gun/projectile/SVD
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name = "\improper Dragunov"
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desc = "The SVD, also known as the Dragunov, is mass produced with an Optical Sniper Sight so simple that even Ivan can use it. Too bad for you that the inscriptions are written in Russian. Uses 7.62mm rounds."
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icon_state = "SVD"
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item_state = "SVD"
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w_class = ITEMSIZE_HUGE // So it can't fit in a backpack.
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force = 10
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slot_flags = SLOT_BACK // Needs a sprite.
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action_button_name = "Use Scope"
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origin_tech = list(TECH_COMBAT = 8, TECH_MATERIAL = 2, TECH_ILLEGAL = 8)
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caliber = "7.62mm"
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load_method = MAGAZINE
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accuracy = -45 //shooting at the hip
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scoped_accuracy = 0
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// requires_two_hands = 1
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// one_handed_penalty = 60 // The weapon itself is heavy, and the long barrel makes it hard to hold steady with just one hand.
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fire_sound = 'sound/weapons/Gunshot_SVD.ogg' // Has a very unique sound.
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magazine_type = /obj/item/ammo_magazine/m762svd
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allowed_magazines = list(/obj/item/ammo_magazine/m762svd)
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/obj/item/weapon/gun/projectile/SVD/update_icon()
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..()
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if(ammo_magazine)
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icon_state = "SVD"
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else
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icon_state = "SVD-empty"
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/obj/item/weapon/gun/projectile/SVD/ui_action_click()
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scope()
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/obj/item/weapon/gun/projectile/SVD/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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toggle_scope(2.0) |