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97 lines
3.3 KiB
Plaintext
97 lines
3.3 KiB
Plaintext
/obj/item/weapon/gun/projectile/shotgun/pump
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name = "shotgun"
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desc = "Useful for sweeping alleys."
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icon_state = "shotgun"
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item_state = "shotgun"
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max_shells = 4
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w_class = 4.0
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=4;materials=2"
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load_method = SINGLE_CASING
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ammo_type = /obj/item/ammo_casing/shotgun/pellet
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var/recentpump = 0 // to prevent spammage
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var/pumped = 0
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var/obj/item/ammo_casing/current_shell = null
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/obj/item/weapon/gun/projectile/shotgun/pump/load_into_chamber()
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if(in_chamber)
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return 1
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return 0
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/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
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if(world.time >= recentpump + 10)
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pump(user)
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recentpump = world.time
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/obj/item/weapon/gun/projectile/shotgun/pump/getAmmo()
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. = ..()
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if(current_shell) .++
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/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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pumped = 0
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if(current_shell)//We have a shell in the chamber
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current_shell.loc = get_turf(src)//Eject casing
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current_shell = null
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if(in_chamber)
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in_chamber = null
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if(!loaded.len) return 0
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var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
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loaded -= AC //Remove casing from loaded list.
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current_shell = AC
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if(AC.BB)
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in_chamber = AC.BB //Load projectile into chamber.
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update_icon() //I.E. fix the desc
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return 1
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/obj/item/weapon/gun/projectile/shotgun/pump/combat
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name = "combat shotgun"
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icon_state = "cshotgun"
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origin_tech = "combat=5;materials=2"
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max_shells = 8
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ammo_type = /obj/item/ammo_casing/shotgun
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel
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name = "double-barreled shotgun"
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desc = "A true classic."
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icon_state = "dshotgun"
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item_state = "shotgun"
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//SPEEDLOADER because rapid unloading.
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//In principle someone could make a speedloader for it, so it makes sense.
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load_method = SINGLE_CASING|SPEEDLOADER
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eject_casings = 0
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max_shells = 2
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w_class = 4
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force = 10
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flags = CONDUCT
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slot_flags = SLOT_BACK
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caliber = "shotgun"
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origin_tech = "combat=3;materials=1"
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ammo_type = /obj/item/ammo_casing/shotgun/beanbag
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//this is largely hacky and bad :( -Pete
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/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
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if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
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user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
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if(loaded.len)
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for(var/i in 1 to max_shells)
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afterattack(user, user) //will this work? //it will. we call it twice, for twice the FUN
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playsound(user, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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return
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if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
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icon_state = "sawnshotgun"
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w_class = 3
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item_state = "gun"
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slot_flags &= ~SLOT_BACK //you can't sling it on your back
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slot_flags |= SLOT_BELT|SLOT_HOLSTER //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally), or in a holster, why not.
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
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else
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..()
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