mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-11 10:22:13 +00:00
initial commit - cross reference with 5th port - obviously has compile errors
This commit is contained in:
167
code/modules/projectiles/ammunition.dm
Normal file
167
code/modules/projectiles/ammunition.dm
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@@ -0,0 +1,167 @@
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/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 0
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w_class = 1
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var/fire_sound = null //What sound should play when this ammo is fired
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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var/pellets = 1 //Pellets for spreadshot
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var/variance = 0 //Variance for inaccuracy fundamental to the casing
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var/randomspread = 0 //Randomspread for automatics
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var/delay = 0 //Delay for energy weapons
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var/click_cooldown_override = 0 //Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
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/obj/item/ammo_casing/New()
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..()
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if(projectile_type)
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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setDir(pick(alldirs))
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update_icon()
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/obj/item/ammo_casing/update_icon()
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..()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent"]"
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
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if (!BB)
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BB = new projectile_type(src)
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return
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.BB)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_icon()
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user << "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>"
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else
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user << "<span class='warning'>You fail to collect anything!</span>"
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else
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..()
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//Boxes of ammo
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/obj/item/ammo_box
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name = "ammo box (null_reference_exception)"
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desc = "A box of ammo."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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materials = list(MAT_METAL=30000)
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throwforce = 2
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w_class = 1
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throw_speed = 3
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throw_range = 7
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var/list/stored_ammo = list()
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var/ammo_type = /obj/item/ammo_casing
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var/max_ammo = 7
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var/multiple_sprites = 0
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var/caliber
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var/multiload = 1
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/obj/item/ammo_box/New()
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for(var/i = 1, i <= max_ammo, i++)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_box/proc/get_round(keep = 0)
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if (!stored_ammo.len)
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return null
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else
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var/b = stored_ammo[stored_ammo.len]
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stored_ammo -= b
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if (keep)
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stored_ammo.Insert(1,b)
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return b
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/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
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// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
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if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
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return 0
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if (stored_ammo.len < max_ammo)
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stored_ammo += R
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R.loc = src
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return 1
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//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
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else if(replace_spent)
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for(var/obj/item/ammo_casing/AC in stored_ammo)
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if(!AC.BB)//found a spent ammo
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stored_ammo -= AC
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AC.loc = get_turf(src.loc)
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stored_ammo += R
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R.loc = src
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return 1
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return 0
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/obj/item/ammo_box/proc/can_load(mob/user)
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return 1
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/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = 0, replace_spent = 0)
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var/num_loaded = 0
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if(!can_load(user))
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return
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if(istype(A, /obj/item/ammo_box))
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var/obj/item/ammo_box/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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var/did_load = give_round(AC, replace_spent)
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if(did_load)
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AM.stored_ammo -= AC
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num_loaded++
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if(!did_load || !multiload)
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break
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if(istype(A, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/AC = A
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if(give_round(AC, replace_spent))
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user.drop_item()
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AC.loc = src
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num_loaded++
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if(num_loaded)
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if(!silent)
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user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
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A.update_icon()
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update_icon()
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return num_loaded
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/obj/item/ammo_box/attack_self(mob/user)
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var/obj/item/ammo_casing/A = get_round()
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if(A)
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user.put_in_hands(A)
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user << "<span class='notice'>You remove a round from \the [src]!</span>"
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update_icon()
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/obj/item/ammo_box/update_icon()
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switch(multiple_sprites)
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if(1)
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icon_state = "[initial(icon_state)]-[stored_ammo.len]"
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if(2)
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icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
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desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
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//Behavior for magazines
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/obj/item/ammo_box/magazine/proc/ammo_count()
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return stored_ammo.len
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408
code/modules/projectiles/ammunition/ammo_casings.dm
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408
code/modules/projectiles/ammunition/ammo_casings.dm
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@@ -0,0 +1,408 @@
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/obj/item/ammo_casing/a357
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desc = "A .357 bullet casing."
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caliber = "357"
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projectile_type = /obj/item/projectile/bullet
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/obj/item/ammo_casing/a762
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desc = "A 7.62 bullet casing."
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icon_state = "762-casing"
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caliber = "a762"
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projectile_type = /obj/item/projectile/bullet
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/obj/item/ammo_casing/a762/enchanted
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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/obj/item/ammo_casing/a50
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desc = "A .50AE bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet
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/obj/item/ammo_casing/c38
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desc = "A .38 bullet casing."
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caliber = "38"
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projectile_type = /obj/item/projectile/bullet/weakbullet2
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/obj/item/ammo_casing/c10mm
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desc = "A 10mm bullet casing."
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caliber = "10mm"
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projectile_type = /obj/item/projectile/bullet/midbullet3
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/obj/item/ammo_casing/c9mm
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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/obj/item/ammo_casing/c9mmap
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type =/obj/item/projectile/bullet/armourpiercing
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/obj/item/ammo_casing/c9mmtox
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/toxinbullet
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/obj/item/ammo_casing/c9mminc
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desc = "A 9mm bullet casing."
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caliber = "9mm"
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projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
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/obj/item/ammo_casing/c46x30mm
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type = /obj/item/projectile/bullet/weakbullet3
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/obj/item/ammo_casing/c46x30mmap
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type =/obj/item/projectile/bullet/armourpiercing
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/obj/item/ammo_casing/c46x30mmtox
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type = /obj/item/projectile/bullet/toxinbullet
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/obj/item/ammo_casing/c46x30mminc
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desc = "A 4.6x30mm bullet casing."
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caliber = "4.6x30mm"
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projectile_type = /obj/item/projectile/bullet/incendiary/firebullet
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/obj/item/ammo_casing/c45
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desc = "A .45 bullet casing."
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caliber = ".45"
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projectile_type = /obj/item/projectile/bullet/midbullet
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/obj/item/ammo_casing/c45nostamina
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desc = "A .45 bullet casing."
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caliber = ".45"
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projectile_type = /obj/item/projectile/bullet/midbullet3
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/obj/item/ammo_casing/n762
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desc = "A 7.62x38mmR bullet casing."
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caliber = "n762"
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projectile_type = /obj/item/projectile/bullet
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/obj/item/ammo_casing/a556
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desc = "A 5.56mm bullet casing."
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caliber = "a556"
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projectile_type = /obj/item/projectile/bullet/heavybullet
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/obj/item/ammo_casing/a40mm
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name = "40mm HE shell"
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desc = "A cased high explosive grenade that can only be activated once fired out of a grenade launcher."
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caliber = "40mm"
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icon_state = "40mmHE"
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projectile_type = /obj/item/projectile/bullet/a40mm
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/////SNIPER ROUNDS
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/obj/item/ammo_casing/point50
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desc = "A .50 bullet casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper
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icon_state = ".50"
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/obj/item/ammo_casing/soporific
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desc = "A .50 bullet casing, specialised in sending the target to sleep, instead of hell."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/soporific
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icon_state = ".50"
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/obj/item/ammo_casing/haemorrhage
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desc = "A .50 bullet casing, specialised in causing massive bloodloss"
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/haemorrhage
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icon_state = ".50"
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/obj/item/ammo_casing/penetrator
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desc = "A .50 caliber penetrator round casing."
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caliber = ".50"
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projectile_type = /obj/item/projectile/bullet/sniper/penetrator
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icon_state = ".50"
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/// SAW ROUNDS
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/obj/item/ammo_casing/mm556x45
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desc = "A 556x45mm bullet casing."
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icon_state = "762-casing"
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caliber = "mm55645"
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projectile_type = /obj/item/projectile/bullet/saw
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/obj/item/ammo_casing/mm556x45/bleeding
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desc = "A 556x45mm bullet casing with specialized inner-casing, that when it makes contact with a target, release tiny shrapnel to induce internal bleeding."
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icon_state = "762-casing"
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projectile_type = /obj/item/projectile/bullet/saw/bleeding
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/obj/item/ammo_casing/mm556x45/hollow
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desc = "A 556x45mm bullet casing designed to cause more damage to unarmored targets."
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projectile_type = /obj/item/projectile/bullet/saw/hollow
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/obj/item/ammo_casing/mm556x45/ap
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desc = "A 556x45mm bullet casing designed with a hardened-tipped core to help penetrate armored targets."
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projectile_type = /obj/item/projectile/bullet/saw/ap
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/obj/item/ammo_casing/mm556x45/incen
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desc = "A 556x45mm bullet casing designed with a chemical-filled capsule on the tip that when bursted, reacts with the atmosphere to produce a fireball, engulfing the target in flames. "
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projectile_type = /obj/item/projectile/bullet/saw/incen
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//SHOTGUN ROUNDS
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/obj/item/ammo_casing/shotgun
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name = "shotgun slug"
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desc = "A 12 gauge lead slug."
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icon_state = "blshell"
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caliber = "shotgun"
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projectile_type = /obj/item/projectile/bullet
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/buckshot
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name = "buckshot shell"
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desc = "A 12 gauge buckshot shell."
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icon_state = "gshell"
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projectile_type = /obj/item/projectile/bullet/pellet
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pellets = 6
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variance = 25
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/obj/item/ammo_casing/shotgun/rubbershot
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name = "rubber shot"
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desc = "A shotgun casing filled with densely-packed rubber balls, used to incapacitate crowds from a distance."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/rpellet
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pellets = 6
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variance = 25
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materials = list(MAT_METAL=4000)
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/obj/item/ammo_casing/shotgun/beanbag
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name = "beanbag slug"
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desc = "A weak beanbag slug for riot control."
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icon_state = "bshell"
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projectile_type = /obj/item/projectile/bullet/weakbullet
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materials = list(MAT_METAL=250)
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||||
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||||
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/obj/item/ammo_casing/shotgun/improvised
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name = "improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."
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icon_state = "improvshell"
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projectile_type = /obj/item/projectile/bullet/pellet/weak
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materials = list(MAT_METAL=250)
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pellets = 10
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variance = 25
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||||
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||||
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/obj/item/ammo_casing/shotgun/improvised/overload/
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name = "overloaded improvised shell"
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desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards. This one has been packed with even more \
|
||||
propellant. It's like playing russian roulette, with a shotgun."
|
||||
icon_state = "improvshell"
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||||
projectile_type = /obj/item/projectile/bullet/pellet/overload
|
||||
materials = list(MAT_METAL=250)
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||||
pellets = 4
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||||
variance = 40
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||||
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||||
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/obj/item/ammo_casing/shotgun/stunslug
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name = "taser slug"
|
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desc = "A stunning taser slug."
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||||
icon_state = "stunshell"
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||||
projectile_type = /obj/item/projectile/bullet/stunshot
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||||
materials = list(MAT_METAL=250)
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||||
|
||||
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||||
/obj/item/ammo_casing/shotgun/meteorshot
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name = "meteorshot shell"
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desc = "A shotgun shell rigged with CMC technology, which launches a massive slug when fired."
|
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icon_state = "mshell"
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||||
projectile_type = /obj/item/projectile/bullet/meteorshot
|
||||
|
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/obj/item/ammo_casing/shotgun/breaching
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||||
name = "breaching shell"
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||||
desc = "An economic version of the meteorshot, utilizing similar technologies. Great for busting down doors."
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||||
icon_state = "mshell"
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||||
projectile_type = /obj/item/projectile/bullet/meteorshot/weak
|
||||
|
||||
/obj/item/ammo_casing/shotgun/pulseslug
|
||||
name = "pulse slug"
|
||||
desc = "A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful \
|
||||
energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition \
|
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would have difficulty with."
|
||||
icon_state = "pshell"
|
||||
projectile_type = /obj/item/projectile/beam/pulse/shot
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||||
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/obj/item/ammo_casing/shotgun/incendiary
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name = "incendiary slug"
|
||||
desc = "An incendiary-coated shotgun slug."
|
||||
icon_state = "ishell"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shell
|
||||
|
||||
/obj/item/ammo_casing/shotgun/frag12
|
||||
name = "FRAG-12 slug"
|
||||
desc = "A high explosive breaching round for a 12 gauge shotgun."
|
||||
icon_state = "heshell"
|
||||
projectile_type = /obj/item/projectile/bullet/frag12
|
||||
|
||||
/obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
|
||||
name = "dragonsbreath shell"
|
||||
desc = "A shotgun shell which fires a spread of incendiary pellets."
|
||||
icon_state = "ishell2"
|
||||
projectile_type = /obj/item/projectile/bullet/incendiary/shell/dragonsbreath
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/ion
|
||||
name = "ion shell"
|
||||
desc = "An advanced shotgun shell which uses a subspace ansible crystal to produce an effect similar to a standard ion rifle. \
|
||||
The unique properties of the crystal splot the pulse into a spread of individually weaker bolts."
|
||||
icon_state = "ionshell"
|
||||
projectile_type = /obj/item/projectile/ion/weak
|
||||
pellets = 4
|
||||
variance = 35
|
||||
|
||||
/obj/item/ammo_casing/shotgun/laserslug
|
||||
name = "laser slug"
|
||||
desc = "An advanced shotgun shell that uses a micro laser to replicate the effects of a laser weapon in a ballistic package."
|
||||
icon_state = "lshell"
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
|
||||
/obj/item/ammo_casing/shotgun/techshell
|
||||
name = "unloaded technological shell"
|
||||
desc = "A high-tech shotgun shell which can be loaded with materials to produce unique effects."
|
||||
icon_state = "cshell"
|
||||
projectile_type = null
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart
|
||||
name = "shotgun dart"
|
||||
desc = "A dart for use in shotguns. Can be injected with up to 30 units of any chemical."
|
||||
icon_state = "cshell"
|
||||
projectile_type = /obj/item/projectile/bullet/dart
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/New()
|
||||
..()
|
||||
flags |= OPENCONTAINER
|
||||
create_reagents(30)
|
||||
reagents.set_reacting(FALSE)
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/attackby()
|
||||
return
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
desc = "A shotgun dart filled with deadly toxins."
|
||||
|
||||
/obj/item/ammo_casing/shotgun/dart/bioterror/New()
|
||||
..()
|
||||
reagents.add_reagent("neurotoxin", 6)
|
||||
reagents.add_reagent("spore", 6)
|
||||
reagents.add_reagent("mutetoxin", 6) //;HELP OPS IN MAINT
|
||||
reagents.add_reagent("coniine", 6)
|
||||
reagents.add_reagent("sodium_thiopental", 6)
|
||||
|
||||
// Caseless Ammunition
|
||||
|
||||
/obj/item/ammo_casing/caseless
|
||||
desc = "A caseless bullet casing."
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params, distro, quiet)
|
||||
if (..())
|
||||
loc = null
|
||||
return 1
|
||||
else
|
||||
return 0
|
||||
|
||||
/obj/item/ammo_casing/caseless/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/ammo_casing/caseless/a75
|
||||
desc = "A .75 bullet casing."
|
||||
caliber = "75"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/bullet/gyro
|
||||
|
||||
/obj/item/ammo_casing/caseless/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "A reusable spear that is typically loaded into kinetic spearguns."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/magspear
|
||||
caliber = "speargun"
|
||||
icon_state = "magspear"
|
||||
throwforce = 15 //still deadly when thrown
|
||||
throw_speed = 3
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser
|
||||
name = "laser casing"
|
||||
desc = "You shouldn't be seeing this."
|
||||
caliber = "laser"
|
||||
icon_state = "s-casing-live"
|
||||
projectile_type = /obj/item/projectile/beam
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/ammo_casing/caseless/laser/gatling
|
||||
projectile_type = /obj/item/projectile/beam/weak
|
||||
variance = 0.8
|
||||
click_cooldown_override = 1
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "Its nerf or nothing! Ages 8 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart
|
||||
caliber = "foam_force"
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart"
|
||||
var/modified = 0
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/update_icon()
|
||||
..()
|
||||
if (modified)
|
||||
icon_state = "foamdart_empty"
|
||||
desc = "Its nerf or nothing! ... Although, this one doesn't look too safe."
|
||||
if(BB)
|
||||
BB.icon_state = "foamdart_empty"
|
||||
else
|
||||
icon_state = "foamdart"
|
||||
desc = "Its nerf or nothing! Ages 8 and up."
|
||||
if(BB)
|
||||
BB.icon_state = "foamdart_empty"
|
||||
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if (istype(A, /obj/item/weapon/screwdriver) && !modified)
|
||||
modified = 1
|
||||
FD.damage_type = BRUTE
|
||||
update_icon()
|
||||
else if ((istype(A, /obj/item/weapon/pen)) && modified && !FD.pen)
|
||||
if(!user.unEquip(A))
|
||||
return
|
||||
A.loc = FD
|
||||
FD.pen = A
|
||||
FD.damage = 5
|
||||
FD.nodamage = 0
|
||||
user << "<span class='notice'>You insert [A] into [src].</span>"
|
||||
return
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/attack_self(mob/living/user)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/FD = BB
|
||||
if(FD.pen)
|
||||
FD.damage = initial(FD.damage)
|
||||
FD.nodamage = initial(FD.nodamage)
|
||||
user.put_in_hands(FD.pen)
|
||||
user << "<span class='notice'>You remove [FD.pen] from [src].</span>"
|
||||
FD.pen = null
|
||||
|
||||
/obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
desc = "Whose smart idea was it to use toys as crowd control? Ages 18 and up."
|
||||
projectile_type = /obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
icon_state = "foamdart_riot"
|
||||
69
code/modules/projectiles/ammunition/boxes.dm
Normal file
69
code/modules/projectiles/ammunition/boxes.dm
Normal file
@@ -0,0 +1,69 @@
|
||||
/obj/item/ammo_box/a357
|
||||
name = "speed loader (.357)"
|
||||
desc = "Designed to quickly reload revolvers."
|
||||
icon_state = "357"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_box/c38
|
||||
name = "speed loader (.38)"
|
||||
desc = "Designed to quickly reload revolvers."
|
||||
icon_state = "38"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
max_ammo = 6
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_box/c9mm
|
||||
name = "ammo box (9mm)"
|
||||
icon_state = "9mmbox"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
max_ammo = 30
|
||||
|
||||
/obj/item/ammo_box/c10mm
|
||||
name = "ammo box (10mm)"
|
||||
icon_state = "10mmbox"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/c45
|
||||
name = "ammo box (.45)"
|
||||
icon_state = "45box"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/a40mm
|
||||
name = "ammo box (40mm grenades)"
|
||||
icon_state = "40mm"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
max_ammo = 4
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_box/a762
|
||||
name = "stripper clip (7.62mm)"
|
||||
desc = "A stripper clip."
|
||||
icon_state = "762"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
max_ammo = 5
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_box/n762
|
||||
name = "ammo box (7.62x38mmR)"
|
||||
icon_state = "10mmbox"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/n762
|
||||
max_ammo = 14
|
||||
|
||||
/obj/item/ammo_box/foambox
|
||||
name = "ammo box (Foam Darts)"
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foambox"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
max_ammo = 40
|
||||
|
||||
/obj/item/ammo_box/foambox/riot
|
||||
icon_state = "foambox_riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
219
code/modules/projectiles/ammunition/energy.dm
Normal file
219
code/modules/projectiles/ammunition/energy.dm
Normal file
@@ -0,0 +1,219 @@
|
||||
/obj/item/ammo_casing/energy
|
||||
name = "energy weapon lens"
|
||||
desc = "The part of the gun that makes the laser go pew"
|
||||
caliber = "energy"
|
||||
projectile_type = /obj/item/projectile/energy
|
||||
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
|
||||
var/select_name = "energy"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/lasergun
|
||||
projectile_type = /obj/item/projectile/beam/laser
|
||||
e_cost = 83
|
||||
select_name = "kill"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/hos
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/practice
|
||||
projectile_type = /obj/item/projectile/beam/practice
|
||||
select_name = "practice"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/scatter
|
||||
projectile_type = /obj/item/projectile/beam/scatter
|
||||
pellets = 5
|
||||
variance = 25
|
||||
select_name = "scatter"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/heavy
|
||||
projectile_type = /obj/item/projectile/beam/laser/heavylaser
|
||||
select_name = "anti-vehicle"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/pulse
|
||||
projectile_type = /obj/item/projectile/beam/pulse
|
||||
e_cost = 200
|
||||
select_name = "DESTROY"
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/bluetag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/bluetag
|
||||
select_name = "bluetag"
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/redtag
|
||||
projectile_type = /obj/item/projectile/beam/lasertag/redtag
|
||||
select_name = "redtag"
|
||||
|
||||
/obj/item/ammo_casing/energy/xray
|
||||
projectile_type = /obj/item/projectile/beam/xray
|
||||
e_cost = 50
|
||||
fire_sound = 'sound/weapons/laser3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode
|
||||
projectile_type = /obj/item/projectile/energy/electrode
|
||||
select_name = "stun"
|
||||
fire_sound = 'sound/weapons/taser.ogg'
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/gun
|
||||
fire_sound = 'sound/weapons/gunshot.ogg'
|
||||
e_cost = 100
|
||||
|
||||
/obj/item/ammo_casing/energy/electrode/hos
|
||||
e_cost = 200
|
||||
|
||||
/obj/item/ammo_casing/energy/ion
|
||||
projectile_type = /obj/item/projectile/ion
|
||||
select_name = "ion"
|
||||
fire_sound = 'sound/weapons/IonRifle.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/declone
|
||||
projectile_type = /obj/item/projectile/energy/declone
|
||||
select_name = "declone"
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/mindflayer
|
||||
projectile_type = /obj/item/projectile/beam/mindflayer
|
||||
select_name = "MINDFUCK"
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/flora
|
||||
fire_sound = 'sound/effects/stealthoff.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/yield
|
||||
projectile_type = /obj/item/projectile/energy/florayield
|
||||
select_name = "yield"
|
||||
|
||||
/obj/item/ammo_casing/energy/flora/mut
|
||||
projectile_type = /obj/item/projectile/energy/floramut
|
||||
select_name = "mutation"
|
||||
|
||||
/obj/item/ammo_casing/energy/temp
|
||||
projectile_type = /obj/item/projectile/temp
|
||||
select_name = "freeze"
|
||||
e_cost = 250
|
||||
fire_sound = 'sound/weapons/pulse3.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/temp/hot
|
||||
projectile_type = /obj/item/projectile/temp/hot
|
||||
select_name = "bake"
|
||||
|
||||
/obj/item/ammo_casing/energy/meteor
|
||||
projectile_type = /obj/item/projectile/meteor
|
||||
select_name = "goddamn meteor"
|
||||
|
||||
/obj/item/ammo_casing/energy/kinetic
|
||||
projectile_type = /obj/item/projectile/kinetic
|
||||
select_name = "kinetic"
|
||||
e_cost = 500
|
||||
fire_sound = 'sound/weapons/Kenetic_accel.ogg' // fine spelling there chap
|
||||
|
||||
/obj/item/ammo_casing/energy/kinetic/super
|
||||
projectile_type = /obj/item/projectile/kinetic/super
|
||||
|
||||
/obj/item/ammo_casing/energy/kinetic/hyper
|
||||
projectile_type = /obj/item/projectile/kinetic/hyper
|
||||
|
||||
/obj/item/ammo_casing/energy/disabler
|
||||
projectile_type = /obj/item/projectile/beam/disabler
|
||||
select_name = "disable"
|
||||
e_cost = 50
|
||||
fire_sound = "sound/weapons/taser2.ogg"
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
select_name = "plasma burst"
|
||||
fire_sound = 'sound/weapons/plasma_cutter.ogg'
|
||||
delay = 15
|
||||
e_cost = 25
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/adv
|
||||
projectile_type = /obj/item/projectile/plasma/adv
|
||||
delay = 10
|
||||
e_cost = 10
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole
|
||||
projectile_type = /obj/item/projectile/beam/wormhole
|
||||
e_cost = 0
|
||||
fire_sound = "sound/weapons/pulse3.ogg"
|
||||
var/obj/item/weapon/gun/energy/wormhole_projector/gun = null
|
||||
select_name = "blue"
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/orange
|
||||
projectile_type = /obj/item/projectile/beam/wormhole/orange
|
||||
select_name = "orange"
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt
|
||||
projectile_type = /obj/item/projectile/energy/bolt
|
||||
select_name = "bolt"
|
||||
e_cost = 500
|
||||
fire_sound = 'sound/weapons/Genhit.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/bolt/large
|
||||
projectile_type = /obj/item/projectile/energy/bolt/large
|
||||
select_name = "heavy bolt"
|
||||
|
||||
obj/item/ammo_casing/energy/net
|
||||
projectile_type = /obj/item/projectile/energy/net
|
||||
select_name = "netting"
|
||||
pellets = 6
|
||||
variance = 40
|
||||
|
||||
/obj/item/ammo_casing/energy/trap
|
||||
projectile_type = /obj/item/projectile/energy/trap
|
||||
select_name = "snare"
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill
|
||||
projectile_type = /obj/item/projectile/beam/instakill
|
||||
e_cost = 0
|
||||
select_name = "DESTROY"
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/blue
|
||||
projectile_type = /obj/item/projectile/beam/instakill/blue
|
||||
|
||||
/obj/item/ammo_casing/energy/instakill/red
|
||||
projectile_type = /obj/item/projectile/beam/instakill/red
|
||||
|
||||
/obj/item/ammo_casing/energy/shock_revolver
|
||||
fire_sound = 'sound/magic/lightningbolt.ogg'
|
||||
e_cost = 200
|
||||
select_name = "stun"
|
||||
projectile_type = /obj/item/projectile/energy/shock_revolver
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityrepulse
|
||||
projectile_type = /obj/item/projectile/gravityrepulse
|
||||
e_cost = 0
|
||||
fire_sound = "sound/weapons/wave.ogg"
|
||||
select_name = "repulse"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityrepulse/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityattract
|
||||
projectile_type = /obj/item/projectile/gravityattract
|
||||
e_cost = 0
|
||||
fire_sound = "sound/weapons/wave.ogg"
|
||||
select_name = "attract"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
|
||||
/obj/item/ammo_casing/energy/gravityattract/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
|
||||
/obj/item/ammo_casing/energy/gravitychaos
|
||||
projectile_type = /obj/item/projectile/gravitychaos
|
||||
e_cost = 0
|
||||
fire_sound = "sound/weapons/wave.ogg"
|
||||
select_name = "chaos"
|
||||
delay = 50
|
||||
var/obj/item/weapon/gun/energy/gravity_gun/gun = null
|
||||
|
||||
/obj/item/ammo_casing/energy/gravitychaos/New(var/obj/item/weapon/gun/energy/gravity_gun/G)
|
||||
gun = G
|
||||
499
code/modules/projectiles/ammunition/magazines.dm
Normal file
499
code/modules/projectiles/ammunition/magazines.dm
Normal file
@@ -0,0 +1,499 @@
|
||||
////////////////INTERNAL MAGAZINES//////////////////////
|
||||
|
||||
/obj/item/ammo_box/magazine/internal
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
|
||||
//internals magazines are accessible, so replace spent ammo if full when trying to put a live one in
|
||||
/obj/item/ammo_box/magazine/internal/give_round(obj/item/ammo_casing/R)
|
||||
return ..(R,1)
|
||||
|
||||
|
||||
|
||||
// Revolver internal mags
|
||||
/obj/item/ammo_box/magazine/internal/cylinder
|
||||
name = "revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 7
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/ammo_count(countempties = 1)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet && (bullet.BB || countempties))
|
||||
boolets++
|
||||
|
||||
return boolets
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/get_round(keep = 0)
|
||||
rotate()
|
||||
|
||||
var/b = stored_ammo[1]
|
||||
if(!keep)
|
||||
stored_ammo[1] = null
|
||||
|
||||
return b
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/rotate()
|
||||
var/b = stored_ammo[1]
|
||||
stored_ammo.Cut(1,2)
|
||||
stored_ammo.Insert(0, b)
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/proc/spin()
|
||||
for(var/i in 1 to rand(0, max_ammo*2))
|
||||
rotate()
|
||||
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/give_round(obj/item/ammo_casing/R, replace_spent = 0)
|
||||
if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
|
||||
return 0
|
||||
|
||||
for(var/i in 1 to stored_ammo.len)
|
||||
var/obj/item/ammo_casing/bullet = stored_ammo[i]
|
||||
if(!bullet || !bullet.BB) // found a spent ammo
|
||||
stored_ammo[i] = R
|
||||
R.loc = src
|
||||
|
||||
if(bullet)
|
||||
bullet.loc = get_turf(src.loc)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev38
|
||||
name = "detective revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/c38
|
||||
caliber = "38"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/grenademulti
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/cylinder/rev762
|
||||
name = "nagant revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/n762
|
||||
caliber = "n762"
|
||||
max_ammo = 7
|
||||
|
||||
// Shotgun internal mags
|
||||
/obj/item/ammo_box/magazine/internal/shot
|
||||
name = "shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/beanbag
|
||||
caliber = "shotgun"
|
||||
max_ammo = 4
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/ammo_count(countempties = 1)
|
||||
if (!countempties)
|
||||
var/boolets = 0
|
||||
for(var/obj/item/ammo_casing/bullet in stored_ammo)
|
||||
if(bullet.BB)
|
||||
boolets++
|
||||
return boolets
|
||||
else
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/tube
|
||||
name = "dual feed shotgun internal tube"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/lethal
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/com
|
||||
name = "combat shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
max_ammo = 6
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/dual
|
||||
name = "double-barrel shotgun internal magazine"
|
||||
max_ammo = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/improvised
|
||||
name = "improvised shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/improvised
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/riot
|
||||
name = "riot shotgun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
|
||||
max_ammo = 6
|
||||
|
||||
|
||||
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/grenadelauncher
|
||||
name = "grenade launcher internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/a40mm
|
||||
caliber = "40mm"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/speargun
|
||||
name = "speargun internal magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
caliber = "speargun"
|
||||
max_ammo = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rus357
|
||||
name = "russian revolver cylinder"
|
||||
ammo_type = /obj/item/ammo_casing/a357
|
||||
caliber = "357"
|
||||
max_ammo = 6
|
||||
multiload = 0
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/rus357/New()
|
||||
stored_ammo += new ammo_type(src)
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction
|
||||
name = "bolt action rifle internal magazine"
|
||||
desc = "Oh god, this shouldn't be here"
|
||||
ammo_type = /obj/item/ammo_casing/a762
|
||||
caliber = "a762"
|
||||
max_ammo = 5
|
||||
multiload = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/boltaction/enchanted
|
||||
max_ammo =1
|
||||
ammo_type = /obj/item/ammo_casing/a762/enchanted
|
||||
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
max_ammo = 4
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/shot/toy/crossbow
|
||||
max_ammo = 5
|
||||
|
||||
/obj/item/ammo_box/magazine/internal/minigun
|
||||
name = "gatling gun fusion core"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
|
||||
caliber = "gatling"
|
||||
max_ammo = 5000
|
||||
|
||||
|
||||
|
||||
///////////EXTERNAL MAGAZINES////////////////
|
||||
|
||||
/obj/item/ammo_box/magazine/m10mm
|
||||
name = "pistol magazine (10mm)"
|
||||
desc = "A gun magazine."
|
||||
icon_state = "9x19p"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/c10mm
|
||||
caliber = "10mm"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/m45
|
||||
name = "handgun magazine (.45)"
|
||||
icon_state = "45-8"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m45/update_icon()
|
||||
..()
|
||||
icon_state = "45-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9
|
||||
name = "wt550 magazine (4.6x30mm)"
|
||||
icon_state = "46x30mmt-20"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mm
|
||||
caliber = "4.6x30mm"
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/update_icon()
|
||||
..()
|
||||
icon_state = "46x30mmt-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtap
|
||||
name = "wt550 magazine (Armour Piercing 4.6x30mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mmap
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wttx
|
||||
name = "wt550 magazine (Toxin Tipped 4.6x30mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mmtox
|
||||
|
||||
/obj/item/ammo_box/magazine/wt550m9/wtic
|
||||
name = "wt550 magazine (Incindiary 4.6x30mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c46x30mminc
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm
|
||||
name = "uzi magazine (9mm)"
|
||||
icon_state = "uzi9mm-32"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 32
|
||||
|
||||
/obj/item/ammo_box/magazine/uzim9mm/update_icon()
|
||||
..()
|
||||
icon_state = "uzi9mm-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm
|
||||
name = "SMG magazine (9mm)"
|
||||
icon_state = "smg9mm-42"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 21
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "smg9mm-[ammo_count() ? "42" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/ap
|
||||
name = "SMG magazine (Armour Piercing 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mmap
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/toxin
|
||||
name = "SMG magazine (Toxin Tipped 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mmtox
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm9mm/fire
|
||||
name = "SMG Magazine (Incindiary 9mm)"
|
||||
ammo_type = /obj/item/ammo_casing/c9mminc
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm
|
||||
name = "pistol magazine (9mm)"
|
||||
icon_state = "9x19p-8"
|
||||
ammo_type = /obj/item/ammo_casing/c9mm
|
||||
caliber = "9mm"
|
||||
max_ammo = 15
|
||||
|
||||
/obj/item/ammo_box/magazine/pistolm9mm/update_icon()
|
||||
..()
|
||||
icon_state = "9x19p-[ammo_count() ? "8" : "0"]"
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45
|
||||
name = "SMG magazine (.45)"
|
||||
icon_state = "c20r45-24"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/c45nostamina
|
||||
caliber = ".45"
|
||||
max_ammo = 24
|
||||
|
||||
/obj/item/ammo_box/magazine/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
obj/item/ammo_box/magazine/tommygunm45
|
||||
name = "drum magazine (.45)"
|
||||
icon_state = "drum45"
|
||||
ammo_type = /obj/item/ammo_casing/c45
|
||||
caliber = ".45"
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/m50
|
||||
name = "handgun magazine (.50ae)"
|
||||
icon_state = "50ae"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/a50
|
||||
caliber = ".50"
|
||||
max_ammo = 7
|
||||
multiple_sprites = 1
|
||||
|
||||
/obj/item/ammo_box/magazine/m75
|
||||
name = "specialized magazine (.75)"
|
||||
icon_state = "75"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/a75
|
||||
caliber = "75"
|
||||
multiple_sprites = 2
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m556
|
||||
name = "toploader magazine (5.56mm)"
|
||||
icon_state = "5.56m"
|
||||
origin_tech = "combat=5;syndicate=1"
|
||||
ammo_type = /obj/item/ammo_casing/a556
|
||||
caliber = "a556"
|
||||
max_ammo = 30
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g
|
||||
name = "shotgun magazine (12g taser slugs)"
|
||||
desc = "A drum magazine."
|
||||
icon_state = "m12gs"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/stunslug
|
||||
origin_tech = "combat=3;syndicate=1"
|
||||
caliber = "shotgun"
|
||||
max_ammo = 8
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)]-[Ceiling(ammo_count(0)/8)*8]"
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/buckshot
|
||||
name = "shotgun magazine (12g buckshot slugs)"
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/buckshot
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/slug
|
||||
name = "shotgun magazine (12g slugs)"
|
||||
icon_state = "m12gb"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/dragon
|
||||
name = "shotgun magazine (12g dragon's breath)"
|
||||
icon_state = "m12gf"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/incendiary/dragonsbreath
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/bioterror
|
||||
name = "shotgun magazine (12g bioterror)"
|
||||
icon_state = "m12gt"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/dart/bioterror
|
||||
|
||||
/obj/item/ammo_box/magazine/m12g/breach
|
||||
name = "shotgun magazine (12g breacher slugs)"
|
||||
icon_state = "m12gbc"
|
||||
ammo_type = /obj/item/ammo_casing/shotgun/breaching
|
||||
|
||||
|
||||
//// SNIPER MAGAZINES
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds
|
||||
name = "sniper rounds (.50)"
|
||||
icon_state = ".50mag"
|
||||
origin_tech = "combat=6;syndicate=2"
|
||||
ammo_type = /obj/item/ammo_casing/point50
|
||||
max_ammo = 6
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/update_icon()
|
||||
if(ammo_count())
|
||||
icon_state = "[initial(icon_state)]-ammo"
|
||||
else
|
||||
icon_state = "[initial(icon_state)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/soporific
|
||||
name = "sniper rounds (Zzzzz)"
|
||||
desc = "Soporific sniper rounds, designed for happy days and dead quiet nights..."
|
||||
icon_state = "soporific"
|
||||
origin_tech = "combat=6;syndicate=3"
|
||||
ammo_type = /obj/item/ammo_casing/soporific
|
||||
max_ammo = 3
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/haemorrhage
|
||||
name = "sniper rounds (Bleed)"
|
||||
desc = "Haemorrhage sniper rounds, leaves your target in a pool of crimson pain"
|
||||
icon_state = "haemorrhage"
|
||||
ammo_type = /obj/item/ammo_casing/haemorrhage
|
||||
max_ammo = 5
|
||||
caliber = ".50"
|
||||
|
||||
/obj/item/ammo_box/magazine/sniper_rounds/penetrator
|
||||
name = "sniper rounds (penetrator)"
|
||||
desc = "An extremely powerful round capable of passing straight through cover and anyone unfortunate enough to be behind it."
|
||||
ammo_type = /obj/item/ammo_casing/penetrator
|
||||
origin_tech = "combat=6;syndicate=3"
|
||||
max_ammo = 5
|
||||
|
||||
|
||||
//// SAW MAGAZINES
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45
|
||||
name = "box magazine (5.56x45mm)"
|
||||
icon_state = "a762-50"
|
||||
origin_tech = "combat=2"
|
||||
ammo_type = /obj/item/ammo_casing/mm556x45
|
||||
caliber = "mm55645"
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45/bleeding
|
||||
name = "box magazine (Bleeding 5.56x45mm)"
|
||||
origin_tech = "combat=3"
|
||||
ammo_type = /obj/item/ammo_casing/mm556x45/bleeding
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45/hollow
|
||||
name = "box magazine (Hollow-Point 5.56x45mm)"
|
||||
origin_tech = "combat=3"
|
||||
ammo_type = /obj/item/ammo_casing/mm556x45/hollow
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45/ap
|
||||
name = "box magazine (Armor Penetrating 5.56x45mm)"
|
||||
origin_tech = "combat=4"
|
||||
ammo_type = /obj/item/ammo_casing/mm556x45/ap
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45/incen
|
||||
name = "box magazine (Incendiary 5.56x45mm)"
|
||||
origin_tech = "combat=4"
|
||||
ammo_type = /obj/item/ammo_casing/mm556x45/incen
|
||||
|
||||
/obj/item/ammo_box/magazine/mm556x45/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
|
||||
|
||||
|
||||
|
||||
////TOY GUN MAGAZINES
|
||||
|
||||
/obj/item/ammo_box/magazine/toy
|
||||
name = "foam force META magazine"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
caliber = "foam_force"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg
|
||||
name = "foam force SMG magazine"
|
||||
icon_state = "smg9mm-20"
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/update_icon()
|
||||
..()
|
||||
icon_state = "smg9mm-[round(ammo_count(),5)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smg/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol
|
||||
name = "foam force pistol magazine"
|
||||
icon_state = "9x19p"
|
||||
max_ammo = 8
|
||||
multiple_sprites = 2
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/pistol/riot
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45
|
||||
name = "donksoft SMG magazine"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/smgm45/update_icon()
|
||||
..()
|
||||
icon_state = "c20r45-[round(ammo_count(),2)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762
|
||||
name = "donksoft box magazine"
|
||||
caliber = "foam_force"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
max_ammo = 50
|
||||
|
||||
/obj/item/ammo_box/magazine/toy/m762/update_icon()
|
||||
..()
|
||||
icon_state = "a762-[round(ammo_count(),10)]"
|
||||
|
||||
|
||||
|
||||
|
||||
//// RECHARGEABLE MAGAZINES
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge
|
||||
name = "power pack"
|
||||
desc = "A rechargeable, detachable battery that serves as a magazine for laser rifles."
|
||||
icon_state = "oldrifle-20"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/laser
|
||||
caliber = "laser"
|
||||
max_ammo = 20
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/update_icon()
|
||||
desc = "[initial(desc)] It has [stored_ammo.len] shot\s left."
|
||||
icon_state = "oldrifle-[round(ammo_count(),4)]"
|
||||
|
||||
/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
|
||||
return
|
||||
46
code/modules/projectiles/ammunition/special.dm
Normal file
46
code/modules/projectiles/ammunition/special.dm
Normal file
@@ -0,0 +1,46 @@
|
||||
/obj/item/ammo_casing/magic
|
||||
name = "magic casing"
|
||||
desc = "I didn't even know magic needed ammo..."
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
|
||||
/obj/item/ammo_casing/magic/change
|
||||
projectile_type = /obj/item/projectile/magic/change
|
||||
|
||||
/obj/item/ammo_casing/magic/animate
|
||||
projectile_type = /obj/item/projectile/magic/animate
|
||||
|
||||
/obj/item/ammo_casing/magic/heal
|
||||
projectile_type = /obj/item/projectile/magic/resurrection
|
||||
|
||||
/obj/item/ammo_casing/magic/death
|
||||
projectile_type = /obj/item/projectile/magic/death
|
||||
|
||||
/obj/item/ammo_casing/magic/teleport
|
||||
projectile_type = /obj/item/projectile/magic/teleport
|
||||
|
||||
/obj/item/ammo_casing/magic/door
|
||||
projectile_type = /obj/item/projectile/magic/door
|
||||
|
||||
/obj/item/ammo_casing/magic/fireball
|
||||
projectile_type = /obj/item/projectile/magic/fireball
|
||||
|
||||
/obj/item/ammo_casing/magic/chaos
|
||||
projectile_type = /obj/item/projectile/magic
|
||||
|
||||
/obj/item/ammo_casing/magic/chaos/newshot()
|
||||
projectile_type = pick(typesof(/obj/item/projectile/magic))
|
||||
..()
|
||||
|
||||
/obj/item/ammo_casing/magic/honk
|
||||
projectile_type = /obj/item/projectile/bullet/honker
|
||||
|
||||
/obj/item/ammo_casing/syringegun
|
||||
name = "syringe gun spring"
|
||||
desc = "A high-power spring that throws syringes."
|
||||
projectile_type = null
|
||||
|
||||
/obj/item/ammo_casing/energy/c3dbullet
|
||||
projectile_type = /obj/item/projectile/bullet/midbullet3
|
||||
select_name = "spraydown"
|
||||
fire_sound = 'sound/weapons/gunshot_smg.ogg'
|
||||
e_cost = 20
|
||||
98
code/modules/projectiles/firing.dm
Normal file
98
code/modules/projectiles/firing.dm
Normal file
@@ -0,0 +1,98 @@
|
||||
/obj/item/ammo_casing/proc/fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params, distro, quiet, zone_override = "",spread)
|
||||
distro += variance
|
||||
for (var/i = max(1, pellets), i > 0, i--)
|
||||
var/targloc = get_turf(target)
|
||||
ready_proj(target, user, quiet, zone_override)
|
||||
if(distro) //We have to spread a pixel-precision bullet. throw_proj was called before so angles should exist by now...
|
||||
if(randomspread)
|
||||
spread = round((rand() - 0.5) * distro)
|
||||
else //Smart spread
|
||||
spread = round((i / pellets - 0.5) * distro)
|
||||
if(!throw_proj(target, targloc, user, params, spread))
|
||||
return 0
|
||||
if(i > 1)
|
||||
newshot()
|
||||
if(click_cooldown_override)
|
||||
user.changeNext_move(click_cooldown_override)
|
||||
else
|
||||
user.changeNext_move(CLICK_CD_RANGE)
|
||||
user.newtonian_move(get_dir(target, user))
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
if (!BB)
|
||||
return
|
||||
BB.original = target
|
||||
BB.firer = user
|
||||
if (zone_override)
|
||||
BB.def_zone = zone_override
|
||||
else
|
||||
BB.def_zone = user.zone_selected
|
||||
BB.suppressed = quiet
|
||||
|
||||
if(reagents && BB.reagents)
|
||||
reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
|
||||
qdel(reagents)
|
||||
|
||||
/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params, spread)
|
||||
var/turf/curloc = get_turf(user)
|
||||
if (!istype(targloc) || !istype(curloc) || !BB)
|
||||
return 0
|
||||
BB.ammo_casing = src
|
||||
if(targloc == curloc)
|
||||
if(target) //if the target is right on our location we go straight to bullet_act()
|
||||
target.bullet_act(BB, BB.def_zone)
|
||||
qdel(BB)
|
||||
BB = null
|
||||
return 1
|
||||
|
||||
BB.preparePixelProjectile(target, targloc, user, params, spread)
|
||||
if(BB)
|
||||
BB.fire()
|
||||
BB = null
|
||||
return 1
|
||||
|
||||
/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
|
||||
var/dx = abs(target.x - current.x)
|
||||
var/dy = abs(target.y - current.y)
|
||||
return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
|
||||
|
||||
/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
|
||||
var/turf/curloc = get_turf(user)
|
||||
src.loc = get_turf(user)
|
||||
src.starting = get_turf(user)
|
||||
src.current = curloc
|
||||
src.yo = targloc.y - curloc.y
|
||||
src.xo = targloc.x - curloc.x
|
||||
|
||||
if(params)
|
||||
var/list/mouse_control = params2list(params)
|
||||
if(mouse_control["icon-x"])
|
||||
src.p_x = text2num(mouse_control["icon-x"])
|
||||
if(mouse_control["icon-y"])
|
||||
src.p_y = text2num(mouse_control["icon-y"])
|
||||
if(mouse_control["screen-loc"])
|
||||
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
|
||||
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
|
||||
|
||||
//Split X+Pixel_X up into list(X, Pixel_X)
|
||||
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
|
||||
|
||||
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
|
||||
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
|
||||
// world << "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]"
|
||||
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
|
||||
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
|
||||
|
||||
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
|
||||
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
|
||||
|
||||
var/ox = round(screenview/2) //"origin" x
|
||||
var/oy = round(screenview/2) //"origin" y
|
||||
// world << "Pixel position: [x] [y]"
|
||||
var/angle = Atan2(y - oy, x - ox)
|
||||
// world << "Angle: [angle]"
|
||||
src.Angle = angle
|
||||
if(spread)
|
||||
src.Angle += spread
|
||||
511
code/modules/projectiles/gun.dm
Normal file
511
code/modules/projectiles/gun.dm
Normal file
@@ -0,0 +1,511 @@
|
||||
/obj/item/weapon/gun
|
||||
name = "gun"
|
||||
desc = "It's a gun. It's pretty terrible, though."
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "detective"
|
||||
item_state = "gun"
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BELT
|
||||
materials = list(MAT_METAL=2000)
|
||||
w_class = 3
|
||||
throwforce = 5
|
||||
throw_speed = 3
|
||||
throw_range = 5
|
||||
force = 5
|
||||
origin_tech = "combat=1"
|
||||
needs_permit = 1
|
||||
attack_verb = list("struck", "hit", "bashed")
|
||||
|
||||
var/fire_sound = "gunshot"
|
||||
var/suppressed = 0 //whether or not a message is displayed when fired
|
||||
var/can_suppress = 0
|
||||
var/can_unsuppress = 1
|
||||
var/recoil = 0 //boom boom shake the room
|
||||
var/clumsy_check = 1
|
||||
var/obj/item/ammo_casing/chambered = null
|
||||
var/trigger_guard = TRIGGER_GUARD_NORMAL //trigger guard on the weapon, hulks can't fire them with their big meaty fingers
|
||||
var/sawn_desc = null //description change if weapon is sawn-off
|
||||
var/sawn_state = SAWN_INTACT
|
||||
var/burst_size = 1 //how large a burst is
|
||||
var/fire_delay = 0 //rate of fire for burst firing and semi auto
|
||||
var/firing_burst = 0 //Prevent the weapon from firing again while already firing
|
||||
var/semicd = 0 //cooldown handler
|
||||
var/weapon_weight = WEAPON_LIGHT
|
||||
|
||||
var/spread = 0 //Spread induced by the gun itself.
|
||||
var/randomspread = 1 //Set to 0 for shotguns. This is used for weapons that don't fire all their bullets at once.
|
||||
|
||||
var/unique_rename = 0 //allows renaming with a pen
|
||||
var/unique_reskin = 0 //allows one-time reskinning
|
||||
var/current_skin = null //the skin choice if we had a reskin
|
||||
var/list/options = list()
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
|
||||
|
||||
var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns
|
||||
|
||||
var/obj/item/device/flashlight/F = null
|
||||
var/can_flashlight = 0
|
||||
|
||||
var/list/upgrades = list()
|
||||
|
||||
var/ammo_x_offset = 0 //used for positioning ammo count overlay on sprite
|
||||
var/ammo_y_offset = 0
|
||||
var/flight_x_offset = 0
|
||||
var/flight_y_offset = 0
|
||||
|
||||
//Zooming
|
||||
var/zoomable = FALSE //whether the gun generates a Zoom action on creation
|
||||
var/zoomed = FALSE //Zoom toggle
|
||||
var/zoom_amt = 3 //Distance in TURFs to move the user's screen forward (the "zoom" effect)
|
||||
var/datum/action/toggle_scope_zoom/azoom
|
||||
|
||||
|
||||
/obj/item/weapon/gun/New()
|
||||
..()
|
||||
if(pin)
|
||||
pin = new pin(src)
|
||||
if(F)
|
||||
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
|
||||
new /datum/action/item_action/toggle_gunlight(src)
|
||||
build_zooming()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/CheckParts(list/parts_list)
|
||||
..()
|
||||
var/obj/item/weapon/gun/G = locate(/obj/item/weapon/gun) in contents
|
||||
if(G)
|
||||
G.loc = loc
|
||||
qdel(G.pin)
|
||||
G.pin = null
|
||||
visible_message("[G] can now fit a new pin, but old one was destroyed in the process.")
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/gun/examine(mob/user)
|
||||
..()
|
||||
if(pin)
|
||||
user << "It has [pin] installed."
|
||||
else
|
||||
user << "It doesn't have a firing pin installed, and won't fire."
|
||||
if(unique_reskin && !current_skin)
|
||||
user << "<span class='notice'>Alt-click it to reskin it.</span>"
|
||||
if(unique_rename)
|
||||
user << "<span class='notice'>Use a pen on it to rename it.</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/process_chamber()
|
||||
return 0
|
||||
|
||||
|
||||
//check if there's enough ammo/energy/whatever to shoot one time
|
||||
//i.e if clicking would make it shoot
|
||||
/obj/item/weapon/gun/proc/can_shoot()
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
user << "<span class='danger'>*click*</span>"
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
if(recoil)
|
||||
shake_camera(user, recoil + 1, recoil)
|
||||
|
||||
if(suppressed)
|
||||
playsound(user, fire_sound, 10, 1)
|
||||
else
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
if(!message)
|
||||
return
|
||||
if(pointblank)
|
||||
user.visible_message("<span class='danger'>[user] fires [src] point blank at [pbtarget]!</span>", "<span class='danger'>You fire [src] point blank at [pbtarget]!</span>", "<span class='italics'>You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!</span>")
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user] fires [src]!</span>", "<span class='danger'>You fire [src]!</span>", "You hear a [istype(src, /obj/item/weapon/gun/energy) ? "laser blast" : "gunshot"]!")
|
||||
|
||||
if(weapon_weight >= WEAPON_MEDIUM)
|
||||
if(user.get_inactive_hand())
|
||||
if(prob(15))
|
||||
if(user.drop_item())
|
||||
user.visible_message("<span class='danger'>[src] flies out of [user]'s hands!</span>", "<span class='userdanger'>[src] kicks out of your grip!</span>")
|
||||
|
||||
/obj/item/weapon/gun/emp_act(severity)
|
||||
for(var/obj/O in contents)
|
||||
O.emp_act(severity)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/afterattack(atom/target, mob/living/user, flag, params)
|
||||
if(firing_burst)
|
||||
return
|
||||
if(flag) //It's adjacent, is the user, or is on the user's person
|
||||
if(target in user.contents) //can't shoot stuff inside us.
|
||||
return
|
||||
if(!ismob(target) || user.a_intent == "harm") //melee attack
|
||||
return
|
||||
if(target == user && user.zone_selected != "mouth") //so we can't shoot ourselves (unless mouth selected)
|
||||
return
|
||||
|
||||
if(istype(user))//Check if the user can use the gun, if the user isn't alive(turrets) assume it can.
|
||||
var/mob/living/L = user
|
||||
if(!can_trigger_gun(L))
|
||||
return
|
||||
|
||||
if(!can_shoot()) //Just because you can pull the trigger doesn't mean it can't shoot.
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
|
||||
if(flag)
|
||||
if(user.zone_selected == "mouth")
|
||||
handle_suicide(user, target, params)
|
||||
return
|
||||
|
||||
|
||||
//Exclude lasertag guns from the CLUMSY check.
|
||||
if(clumsy_check)
|
||||
if(istype(user))
|
||||
if (user.disabilities & CLUMSY && prob(40))
|
||||
user << "<span class='userdanger'>You shoot yourself in the foot with \the [src]!</span>"
|
||||
var/shot_leg = pick("l_leg", "r_leg")
|
||||
process_fire(user,user,0,params, zone_override = shot_leg)
|
||||
user.drop_item()
|
||||
return
|
||||
|
||||
if(weapon_weight == WEAPON_HEAVY && user.get_inactive_hand())
|
||||
user << "<span class='userdanger'>You need both hands free to fire \the [src]!</span>"
|
||||
return
|
||||
|
||||
process_fire(target,user,1,params)
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/can_trigger_gun(var/mob/living/user)
|
||||
|
||||
if(!handle_pins(user) || !user.can_use_guns(src))
|
||||
return 0
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/proc/handle_pins(mob/living/user)
|
||||
if(pin)
|
||||
if(pin.pin_auth(user) || pin.emagged)
|
||||
return 1
|
||||
else
|
||||
pin.auth_fail(user)
|
||||
return 0
|
||||
else
|
||||
user << "<span class='warning'>\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>"
|
||||
return 0
|
||||
|
||||
obj/item/weapon/gun/proc/newshot()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/proc/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override)
|
||||
add_fingerprint(user)
|
||||
|
||||
if(semicd)
|
||||
return
|
||||
|
||||
if(weapon_weight)
|
||||
if(user.get_inactive_hand())
|
||||
recoil = 4 //one-handed kick
|
||||
else
|
||||
recoil = initial(recoil)
|
||||
|
||||
if(burst_size > 1)
|
||||
firing_burst = 1
|
||||
for(var/i = 1 to burst_size)
|
||||
if(!user)
|
||||
break
|
||||
if(!issilicon(user))
|
||||
if( i>1 && !(src in get_both_hands(user))) //for burst firing
|
||||
break
|
||||
if(chambered)
|
||||
var/sprd = 0
|
||||
if(randomspread)
|
||||
sprd = round((rand() - 0.5) * spread)
|
||||
else //Smart spread
|
||||
sprd = round((i / burst_size - 0.5) * spread)
|
||||
if(!chambered.fire(target, user, params, ,suppressed, zone_override, sprd))
|
||||
shoot_with_empty_chamber(user)
|
||||
break
|
||||
else
|
||||
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
|
||||
shoot_live_shot(user, 1, target, message)
|
||||
else
|
||||
shoot_live_shot(user, 0, target, message)
|
||||
else
|
||||
shoot_with_empty_chamber(user)
|
||||
break
|
||||
process_chamber()
|
||||
update_icon()
|
||||
sleep(fire_delay)
|
||||
firing_burst = 0
|
||||
else
|
||||
if(chambered)
|
||||
if(!chambered.fire(target, user, params, , suppressed, zone_override, spread))
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
else
|
||||
if(get_dist(user, target) <= 1) //Making sure whether the target is in vicinity for the pointblank shot
|
||||
shoot_live_shot(user, 1, target, message)
|
||||
else
|
||||
shoot_live_shot(user, 0, target, message)
|
||||
else
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
process_chamber()
|
||||
update_icon()
|
||||
semicd = 1
|
||||
spawn(fire_delay)
|
||||
semicd = 0
|
||||
|
||||
if(user)
|
||||
if(user.hand)
|
||||
user.update_inv_l_hand()
|
||||
else
|
||||
user.update_inv_r_hand()
|
||||
feedback_add_details("gun_fired","[src.type]")
|
||||
|
||||
/obj/item/weapon/gun/attack(mob/M as mob, mob/user)
|
||||
if(user.a_intent == "harm") //Flogging
|
||||
..()
|
||||
else
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/attackby(obj/item/I, mob/user, params)
|
||||
if(istype(I, /obj/item/device/flashlight/seclite))
|
||||
var/obj/item/device/flashlight/seclite/S = I
|
||||
if(can_flashlight)
|
||||
if(!F)
|
||||
if(!user.unEquip(I))
|
||||
return
|
||||
user << "<span class='notice'>You click [S] into place on [src].</span>"
|
||||
if(S.on)
|
||||
SetLuminosity(0)
|
||||
F = S
|
||||
I.loc = src
|
||||
update_icon()
|
||||
update_gunlight(user)
|
||||
verbs += /obj/item/weapon/gun/proc/toggle_gunlight
|
||||
var/datum/action/A = new /datum/action/item_action/toggle_gunlight(src)
|
||||
if(loc == user)
|
||||
A.Grant(user)
|
||||
|
||||
if(istype(I, /obj/item/weapon/screwdriver))
|
||||
if(F && can_flashlight)
|
||||
for(var/obj/item/device/flashlight/seclite/S in src)
|
||||
user << "<span class='notice'>You unscrew the seclite from [src].</span>"
|
||||
F = null
|
||||
S.loc = get_turf(user)
|
||||
update_gunlight(user)
|
||||
S.update_brightness(user)
|
||||
update_icon()
|
||||
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
|
||||
for(var/datum/action/item_action/toggle_gunlight/TGL in actions)
|
||||
qdel(TGL)
|
||||
|
||||
if(unique_rename)
|
||||
if(istype(I, /obj/item/weapon/pen))
|
||||
rename_gun(user)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/proc/toggle_gunlight()
|
||||
set name = "Toggle Gunlight"
|
||||
set category = "Object"
|
||||
set desc = "Click to toggle your weapon's attached flashlight."
|
||||
|
||||
if(!F)
|
||||
return
|
||||
|
||||
var/mob/living/carbon/human/user = usr
|
||||
if(!isturf(user.loc))
|
||||
user << "<span class='warning'>You cannot turn the light on while in this [user.loc]!</span>"
|
||||
F.on = !F.on
|
||||
user << "<span class='notice'>You toggle the gunlight [F.on ? "on":"off"].</span>"
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_gunlight(user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/proc/update_gunlight(mob/user = null)
|
||||
if(F)
|
||||
if(F.on)
|
||||
if(loc == user)
|
||||
user.AddLuminosity(F.brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(F.brightness_on)
|
||||
else
|
||||
if(loc == user)
|
||||
user.AddLuminosity(-F.brightness_on)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(0)
|
||||
update_icon()
|
||||
else
|
||||
if(loc == user)
|
||||
user.AddLuminosity(-5)
|
||||
else if(isturf(loc))
|
||||
SetLuminosity(0)
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/pickup(mob/user)
|
||||
..()
|
||||
if(F)
|
||||
if(F.on)
|
||||
user.AddLuminosity(F.brightness_on)
|
||||
SetLuminosity(0)
|
||||
if(azoom)
|
||||
azoom.Grant(user)
|
||||
|
||||
/obj/item/weapon/gun/dropped(mob/user)
|
||||
..()
|
||||
if(F)
|
||||
if(F.on)
|
||||
user.AddLuminosity(-F.brightness_on)
|
||||
SetLuminosity(F.brightness_on)
|
||||
zoom(user,FALSE)
|
||||
if(azoom)
|
||||
azoom.Remove(user)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/AltClick(mob/user)
|
||||
..()
|
||||
if(user.incapacitated())
|
||||
user << "<span class='warning'>You can't do that right now!</span>"
|
||||
return
|
||||
if(unique_reskin && !current_skin && loc == user)
|
||||
reskin_gun(user)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/reskin_gun(mob/M)
|
||||
var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options
|
||||
|
||||
if(src && choice && !current_skin && !M.incapacitated() && in_range(M,src))
|
||||
if(options[choice] == null)
|
||||
return
|
||||
current_skin = options[choice]
|
||||
M << "Your gun is now skinned as [choice]. Say hello to your new friend."
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/rename_gun(mob/M)
|
||||
var/input = stripped_input(M,"What do you want to name the gun?", ,"", MAX_NAME_LEN)
|
||||
|
||||
if(src && input && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
|
||||
name = input
|
||||
M << "You name the gun [input]. Say hello to your new friend."
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/handle_suicide(mob/living/carbon/human/user, mob/living/carbon/human/target, params)
|
||||
if(!ishuman(user) || !ishuman(target))
|
||||
return
|
||||
|
||||
if(semicd)
|
||||
return
|
||||
|
||||
if(user == target)
|
||||
target.visible_message("<span class='warning'>[user] sticks [src] in their mouth, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>You stick [src] in your mouth, ready to pull the trigger...</span>")
|
||||
else
|
||||
target.visible_message("<span class='warning'>[user] points [src] at [target]'s head, ready to pull the trigger...</span>", \
|
||||
"<span class='userdanger'>[user] points [src] at your head, ready to pull the trigger...</span>")
|
||||
|
||||
semicd = 1
|
||||
|
||||
if(!do_mob(user, target, 120) || user.zone_selected != "mouth")
|
||||
if(user)
|
||||
if(user == target)
|
||||
user.visible_message("<span class='notice'>[user] decided life was worth living.</span>")
|
||||
else if(target && target.Adjacent(user))
|
||||
target.visible_message("<span class='notice'>[user] has decided to spare [target]'s life.</span>", "<span class='notice'>[user] has decided to spare your life!</span>")
|
||||
semicd = 0
|
||||
return
|
||||
|
||||
semicd = 0
|
||||
|
||||
target.visible_message("<span class='warning'>[user] pulls the trigger!</span>", "<span class='userdanger'>[user] pulls the trigger!</span>")
|
||||
|
||||
if(chambered && chambered.BB)
|
||||
chambered.BB.damage *= 5
|
||||
|
||||
process_fire(target, user, 1, params)
|
||||
|
||||
/obj/item/weapon/gun/proc/unlock() //used in summon guns and as a convience for admins
|
||||
if(pin)
|
||||
qdel(pin)
|
||||
pin = new /obj/item/device/firing_pin
|
||||
|
||||
/////////////
|
||||
// ZOOMING //
|
||||
/////////////
|
||||
|
||||
/datum/action/toggle_scope_zoom
|
||||
name = "Toggle Scope"
|
||||
check_flags = AB_CHECK_CONSCIOUS|AB_CHECK_RESTRAINED|AB_CHECK_STUNNED|AB_CHECK_LYING
|
||||
button_icon_state = "sniper_zoom"
|
||||
var/obj/item/weapon/gun/gun = null
|
||||
|
||||
/datum/action/toggle_scope_zoom/Trigger()
|
||||
gun.zoom(owner)
|
||||
|
||||
/datum/action/toggle_scope_zoom/IsAvailable()
|
||||
. = ..()
|
||||
if(!. && gun)
|
||||
gun.zoom(owner, FALSE)
|
||||
|
||||
/datum/action/toggle_scope_zoom/Remove(mob/living/L)
|
||||
gun.zoom(L, FALSE)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/proc/zoom(mob/living/user, forced_zoom)
|
||||
if(!user || !user.client)
|
||||
return
|
||||
|
||||
switch(forced_zoom)
|
||||
if(FALSE)
|
||||
zoomed = FALSE
|
||||
if(TRUE)
|
||||
zoomed = TRUE
|
||||
else
|
||||
zoomed = !zoomed
|
||||
|
||||
if(zoomed)
|
||||
var/_x = 0
|
||||
var/_y = 0
|
||||
switch(user.dir)
|
||||
if(NORTH)
|
||||
_y = zoom_amt
|
||||
if(EAST)
|
||||
_x = zoom_amt
|
||||
if(SOUTH)
|
||||
_y = -zoom_amt
|
||||
if(WEST)
|
||||
_x = -zoom_amt
|
||||
|
||||
user.client.pixel_x = world.icon_size*_x
|
||||
user.client.pixel_y = world.icon_size*_y
|
||||
else
|
||||
user.client.pixel_x = 0
|
||||
user.client.pixel_y = 0
|
||||
|
||||
|
||||
//Proc, so that gun accessories/scopes/etc. can easily add zooming.
|
||||
/obj/item/weapon/gun/proc/build_zooming()
|
||||
if(azoom)
|
||||
return
|
||||
|
||||
if(zoomable)
|
||||
azoom = new()
|
||||
azoom.gun = src
|
||||
|
||||
|
||||
/obj/item/weapon/gun/burn()
|
||||
if(pin)
|
||||
qdel(pin)
|
||||
.=..()
|
||||
172
code/modules/projectiles/guns/energy.dm
Normal file
172
code/modules/projectiles/guns/energy.dm
Normal file
@@ -0,0 +1,172 @@
|
||||
/obj/item/weapon/gun/energy
|
||||
icon_state = "energy"
|
||||
name = "energy gun"
|
||||
desc = "A basic energy-based gun."
|
||||
icon = 'icons/obj/guns/energy.dmi'
|
||||
|
||||
var/obj/item/weapon/stock_parts/cell/power_supply //What type of power cell this uses
|
||||
var/cell_type = /obj/item/weapon/stock_parts/cell
|
||||
var/modifystate = 0
|
||||
var/list/ammo_type = list(/obj/item/ammo_casing/energy)
|
||||
var/select = 1 //The state of the select fire switch. Determines from the ammo_type list what kind of shot is fired next.
|
||||
var/can_charge = 1 //Can it be charged in a recharger?
|
||||
var/charge_sections = 4
|
||||
ammo_x_offset = 2
|
||||
var/shaded_charge = 0 //if this gun uses a stateful charge bar for more detail
|
||||
var/selfcharge = 0
|
||||
var/charge_tick = 0
|
||||
var/charge_delay = 4
|
||||
|
||||
/obj/item/weapon/gun/energy/emp_act(severity)
|
||||
power_supply.use(round(power_supply.charge / severity))
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/New()
|
||||
..()
|
||||
if(cell_type)
|
||||
power_supply = new cell_type(src)
|
||||
else
|
||||
power_supply = new(src)
|
||||
power_supply.give(power_supply.maxcharge)
|
||||
var/obj/item/ammo_casing/energy/shot
|
||||
for (var/i = 1, i <= ammo_type.len, i++)
|
||||
var/shottype = ammo_type[i]
|
||||
shot = new shottype(src)
|
||||
ammo_type[i] = shot
|
||||
shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
if(selfcharge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/process()
|
||||
if(selfcharge)
|
||||
charge_tick++
|
||||
if(charge_tick < charge_delay)
|
||||
return
|
||||
charge_tick = 0
|
||||
if(!power_supply)
|
||||
return
|
||||
power_supply.give(100)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/attack_self(mob/living/user as mob)
|
||||
if(ammo_type.len > 1)
|
||||
select_fire(user)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, params)
|
||||
newshot() //prepare a new shot
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/can_shoot()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
return power_supply.charge >= shot.e_cost
|
||||
|
||||
/obj/item/weapon/gun/energy/newshot()
|
||||
if (!ammo_type || !power_supply)
|
||||
return
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(power_supply.charge >= shot.e_cost) //if there's enough power in the power_supply cell...
|
||||
chambered = shot //...prepare a new shot based on the current ammo type selected
|
||||
chambered.newshot()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
var/obj/item/ammo_casing/energy/shot = chambered
|
||||
power_supply.use(shot.e_cost)//... drain the power_supply cell
|
||||
chambered = null //either way, released the prepared shot
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/select_fire(mob/living/user)
|
||||
select++
|
||||
if (select > ammo_type.len)
|
||||
select = 1
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
fire_sound = shot.fire_sound
|
||||
fire_delay = shot.delay
|
||||
if (shot.select_name)
|
||||
user << "<span class='notice'>[src] is now set to [shot.select_name].</span>"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/update_icon()
|
||||
cut_overlays()
|
||||
var/ratio = Ceiling((power_supply.charge / power_supply.maxcharge) * charge_sections)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
var/iconState = "[icon_state]_charge"
|
||||
var/itemState = null
|
||||
if(!initial(item_state))
|
||||
itemState = icon_state
|
||||
if (modifystate)
|
||||
add_overlay("[icon_state]_[shot.select_name]")
|
||||
iconState += "_[shot.select_name]"
|
||||
if(itemState)
|
||||
itemState += "[shot.select_name]"
|
||||
if(power_supply.charge < shot.e_cost)
|
||||
add_overlay("[icon_state]_empty")
|
||||
else
|
||||
if(!shaded_charge)
|
||||
for(var/i = ratio, i >= 1, i--)
|
||||
add_overlay(image(icon = icon, icon_state = iconState, pixel_x = ammo_x_offset * (i -1)))
|
||||
else
|
||||
add_overlay(image(icon = icon, icon_state = "[icon_state]_charge[ratio]"))
|
||||
if(F && can_flashlight)
|
||||
var/iconF = "flight"
|
||||
if(F.on)
|
||||
iconF = "flight_on"
|
||||
add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset))
|
||||
if(itemState)
|
||||
itemState += "[ratio]"
|
||||
item_state = itemState
|
||||
|
||||
/obj/item/weapon/gun/energy/ui_action_click()
|
||||
toggle_gunlight()
|
||||
|
||||
/obj/item/weapon/gun/energy/suicide_act(mob/user)
|
||||
if (src.can_shoot())
|
||||
user.visible_message("<span class='suicide'>[user] is putting the barrel of the [src.name] in \his mouth. It looks like \he's trying to commit suicide.</span>")
|
||||
sleep(25)
|
||||
if(user.l_hand == src || user.r_hand == src)
|
||||
user.visible_message("<span class='suicide'>[user] melts \his face off with the [src.name]!</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
power_supply.use(shot.e_cost)
|
||||
update_icon()
|
||||
return(FIRELOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
|
||||
return(OXYLOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] is pretending to blow \his brains out with the [src.name]! It looks like \he's trying to commit suicide!</b></span>")
|
||||
playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
|
||||
return (OXYLOSS)
|
||||
|
||||
/obj/item/weapon/gun/energy/proc/robocharge()
|
||||
if(isrobot(src.loc))
|
||||
var/mob/living/silicon/robot/R = src.loc
|
||||
if(R && R.cell)
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select] //Necessary to find cost of shot
|
||||
if(R.cell.use(shot.e_cost)) //Take power from the borg...
|
||||
power_supply.give(shot.e_cost) //... to recharge the shot
|
||||
|
||||
/obj/item/weapon/gun/energy/on_varedit(modified_var)
|
||||
if(modified_var == "selfcharge")
|
||||
if(selfcharge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
else
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/burn()
|
||||
if(power_supply)
|
||||
qdel(power_supply)
|
||||
.=..()
|
||||
128
code/modules/projectiles/guns/energy/laser.dm
Normal file
128
code/modules/projectiles/guns/energy/laser.dm
Normal file
@@ -0,0 +1,128 @@
|
||||
/obj/item/weapon/gun/energy/laser
|
||||
name = "laser gun"
|
||||
desc = "A basic energy-based laser gun that fires concentrated beams of light which pass through glass and thin metal."
|
||||
icon_state = "laser"
|
||||
item_state = "laser"
|
||||
w_class = 3
|
||||
materials = list(MAT_METAL=2000)
|
||||
origin_tech = "combat=4;magnets=2"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/lasergun)
|
||||
ammo_x_offset = 1
|
||||
shaded_charge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/practice
|
||||
name = "practice laser gun"
|
||||
desc = "A modified version of the basic laser gun, this one fires less concentrated energy bolts designed for target practice."
|
||||
origin_tech = "combat=2;magnets=2"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/practice)
|
||||
clumsy_check = 0
|
||||
needs_permit = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/retro
|
||||
name ="retro laser gun"
|
||||
icon_state = "retro"
|
||||
desc = "An older model of the basic lasergun, no longer used by Nanotrasen's private security or military forces. Nevertheless, it is still quite deadly and easy to maintain, making it a favorite amongst pirates and other outlaws."
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain
|
||||
name = "antique laser gun"
|
||||
icon_state = "caplaser"
|
||||
item_state = "caplaser"
|
||||
desc = "This is an antique laser gun. All craftsmanship is of the highest quality. It is decorated with assistant leather and chrome. The object menaces with spikes of energy. On the item is an image of Space Station 13. The station is exploding."
|
||||
force = 10
|
||||
origin_tech = null
|
||||
ammo_x_offset = 3
|
||||
selfcharge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/captain/scattershot
|
||||
name = "scatter shot laser rifle"
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
desc = "An industrial-grade heavy-duty laser rifle with a modified laser lense to scatter its shot into multiple smaller lasers. The inner-core can self-charge for theorically infinite use."
|
||||
origin_tech = "combat=5;materials=4;powerstorage=4"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg
|
||||
can_charge = 0
|
||||
desc = "An energy-based laser gun that draws power from the cyborg's internal energy cell directly. So this is what freedom looks like?"
|
||||
origin_tech = null
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg/newshot()
|
||||
..()
|
||||
robocharge()
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/cyborg/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/scatter
|
||||
name = "scatter laser gun"
|
||||
desc = "A laser gun equipped with a refraction kit that spreads bolts."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/scatter, /obj/item/ammo_casing/energy/laser)
|
||||
|
||||
///Laser Cannon
|
||||
|
||||
/obj/item/weapon/gun/energy/lasercannon
|
||||
name = "accelerator laser cannon"
|
||||
desc = "An advanced laser cannon that does more damage the farther away the target is."
|
||||
icon_state = "lasercannon"
|
||||
item_state = "laser"
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "combat=4;magnets=4;powerstorage=3"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/ammo_casing/energy/laser/accelerator
|
||||
projectile_type = /obj/item/projectile/beam/laser/accelerator
|
||||
select_name = "accelerator"
|
||||
fire_sound = 'sound/weapons/lasercannonfire.ogg'
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator
|
||||
name = "accelerator laser"
|
||||
icon_state = "scatterlaser"
|
||||
range = 255
|
||||
damage = 6
|
||||
|
||||
/obj/item/projectile/beam/laser/accelerator/Range()
|
||||
..()
|
||||
damage += 7
|
||||
transform *= TransformUsingVariable(20 , 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/energy/xray
|
||||
name = "xray laser gun"
|
||||
desc = "A high-power laser gun capable of expelling concentrated xray blasts that pass through multiple soft targets and heavier materials"
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
origin_tech = "combat=6;materials=4;magnets=4;syndicate=1"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/xray)
|
||||
pin = null
|
||||
ammo_x_offset = 3
|
||||
|
||||
////////Laser Tag////////////////////
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/bluetag
|
||||
name = "laser tag gun"
|
||||
icon_state = "bluetag"
|
||||
desc = "A retro laser gun modified to fire harmless blue beams of light. Sound effects included!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/bluetag)
|
||||
origin_tech = "combat=2;magnets=2"
|
||||
clumsy_check = 0
|
||||
needs_permit = 0
|
||||
pin = /obj/item/device/firing_pin/tag/blue
|
||||
ammo_x_offset = 2
|
||||
selfcharge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/redtag
|
||||
name = "laser tag gun"
|
||||
icon_state = "redtag"
|
||||
desc = "A retro laser gun modified to fire harmless beams red of light. Sound effects included!"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/redtag)
|
||||
origin_tech = "combat=2;magnets=2"
|
||||
clumsy_check = 0
|
||||
needs_permit = 0
|
||||
pin = /obj/item/device/firing_pin/tag/red
|
||||
ammo_x_offset = 2
|
||||
selfcharge = 1
|
||||
81
code/modules/projectiles/guns/energy/nuclear.dm
Normal file
81
code/modules/projectiles/guns/energy/nuclear.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
/obj/item/weapon/gun/energy/gun
|
||||
name = "energy gun"
|
||||
desc = "A basic hybrid energy gun with two settings: disable and kill."
|
||||
icon_state = "energy"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler, /obj/item/ammo_casing/energy/laser)
|
||||
origin_tech = "combat=4;magnets=3"
|
||||
modifystate = 2
|
||||
can_flashlight = 1
|
||||
ammo_x_offset = 3
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 10
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mini
|
||||
name = "miniature energy gun"
|
||||
desc = "A small, pistol-sized energy gun with a built-in flashlight. It has two settings: stun and kill."
|
||||
icon_state = "mini"
|
||||
item_state = "gun"
|
||||
w_class = 2
|
||||
cell_type = /obj/item/weapon/stock_parts/cell{charge = 600; maxcharge = 600}
|
||||
ammo_x_offset = 2
|
||||
charge_sections = 3
|
||||
can_flashlight = 0 // Can't attach or detach the flashlight, and override it's icon update
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mini/New()
|
||||
F = new /obj/item/device/flashlight/seclite(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/mini/update_icon()
|
||||
..()
|
||||
if(F && F.on)
|
||||
add_overlay("mini-light")
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/hos
|
||||
name = "\improper X-01 MultiPhase Energy Gun"
|
||||
desc = "This is an expensive, modern recreation of an antique laser gun. This gun has several unique firemodes, but lacks the ability to recharge over time."
|
||||
icon_state = "hoslaser"
|
||||
origin_tech = null
|
||||
force = 10
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode/hos, /obj/item/ammo_casing/energy/laser/hos, /obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 4
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/dragnet
|
||||
name = "\improper DRAGnet"
|
||||
desc = "The \"Dynamic Rapid-Apprehension of the Guilty\" net is a revolution in law enforcement technology."
|
||||
icon_state = "dragnet"
|
||||
origin_tech = "combat=4;magnets=3;bluespace=4"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/net, /obj/item/ammo_casing/energy/trap)
|
||||
can_flashlight = 0
|
||||
ammo_x_offset = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/dragnet/snare
|
||||
name = "Energy Snare Launcher"
|
||||
desc = "Fires an energy snare that slows the target down"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/trap)
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/turret
|
||||
name = "hybrid turret gun"
|
||||
desc = "A heavy hybrid energy cannon with two settings: Stun and kill."
|
||||
icon_state = "turretlaser"
|
||||
item_state = "turretlaser"
|
||||
slot_flags = null
|
||||
w_class = 5
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
can_flashlight = 0
|
||||
trigger_guard = TRIGGER_GUARD_NONE
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/nuclear
|
||||
name = "advanced energy gun"
|
||||
desc = "An energy gun with an experimental miniaturized nuclear reactor that automatically charges the internal power cell."
|
||||
icon_state = "nucgun"
|
||||
item_state = "nucgun"
|
||||
origin_tech = "combat=4;magnets=4;powerstorage=4"
|
||||
charge_delay = 5
|
||||
pin = null
|
||||
can_charge = 0
|
||||
ammo_x_offset = 1
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser, /obj/item/ammo_casing/energy/disabler)
|
||||
selfcharge = 1
|
||||
81
code/modules/projectiles/guns/energy/pulse.dm
Normal file
81
code/modules/projectiles/guns/energy/pulse.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
/obj/item/weapon/gun/energy/pulse
|
||||
name = "pulse rifle"
|
||||
desc = "A heavy-duty, multifaceted energy rifle with three modes. Preferred by front-line combat personnel."
|
||||
icon_state = "pulse"
|
||||
item_state = null
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/pulse"
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/prize
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/prize/New()
|
||||
. = ..()
|
||||
poi_list |= src
|
||||
var/msg = "A pulse rifle prize has been created at ([x],[y],[z] - (\
|
||||
<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[x];Y=[y];Z=[z]'>\
|
||||
JMP</a>)"
|
||||
|
||||
message_admins(msg)
|
||||
log_game(msg)
|
||||
|
||||
notify_ghosts("Someone won a pulse rifle as a prize!", source = src,
|
||||
action = NOTIFY_ORBIT)
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/prize/Destroy()
|
||||
poi_list -= src
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/loyalpin
|
||||
pin = /obj/item/device/firing_pin/implant/mindshield
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/carbine
|
||||
name = "pulse carbine"
|
||||
desc = "A compact variant of the pulse rifle with less firepower but easier storage."
|
||||
w_class = 3
|
||||
slot_flags = SLOT_BELT
|
||||
icon_state = "pulse_carbine"
|
||||
item_state = "pulse"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/carbine"
|
||||
can_flashlight = 1
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 12
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/carbine/loyalpin
|
||||
pin = /obj/item/device/firing_pin/implant/mindshield
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/pistol
|
||||
name = "pulse pistol"
|
||||
desc = "A pulse rifle in an easily concealed handgun package with low capacity."
|
||||
w_class = 2
|
||||
slot_flags = SLOT_BELT
|
||||
icon_state = "pulse_pistol"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/pulse/pistol"
|
||||
can_charge = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/pistol/loyalpin
|
||||
pin = /obj/item/device/firing_pin/implant/mindshield
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/destroyer
|
||||
name = "pulse destroyer"
|
||||
desc = "A heavy-duty energy rifle built for pure destruction."
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse)
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/destroyer/attack_self(mob/living/user)
|
||||
user << "<span class='danger'>[src.name] has three settings, and they are all DESTROY.</span>"
|
||||
|
||||
/obj/item/weapon/gun/energy/pulse/pistol/m1911
|
||||
name = "\improper M1911-P"
|
||||
desc = "A compact pulse core in a classic handgun frame for Nanotrasen officers. It's not the size of the gun, it's the size of the hole it puts through people."
|
||||
icon_state = "m1911"
|
||||
item_state = "gun"
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/infinite"
|
||||
410
code/modules/projectiles/guns/energy/special.dm
Normal file
410
code/modules/projectiles/guns/energy/special.dm
Normal file
@@ -0,0 +1,410 @@
|
||||
/obj/item/weapon/gun/energy/ionrifle
|
||||
name = "ion rifle"
|
||||
desc = "A man-portable anti-armor weapon designed to disable mechanical threats at range."
|
||||
icon_state = "ionrifle"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
origin_tech = "combat=4;magnets=4"
|
||||
can_flashlight = 1
|
||||
w_class = 5
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/ion)
|
||||
ammo_x_offset = 3
|
||||
flight_x_offset = 17
|
||||
flight_y_offset = 9
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/ionrifle/carbine
|
||||
name = "ion carbine"
|
||||
desc = "The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient."
|
||||
icon_state = "ioncarbine"
|
||||
w_class = 3
|
||||
slot_flags = SLOT_BELT
|
||||
pin = null
|
||||
ammo_x_offset = 2
|
||||
flight_x_offset = 18
|
||||
flight_y_offset = 11
|
||||
|
||||
/obj/item/weapon/gun/energy/decloner
|
||||
name = "biological demolecularisor"
|
||||
desc = "A gun that discharges high amounts of controlled radiation to slowly break a target into component elements."
|
||||
icon_state = "decloner"
|
||||
origin_tech = "combat=4;materials=4;biotech=5;plasmatech=6"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/declone)
|
||||
pin = null
|
||||
ammo_x_offset = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/decloner/update_icon()
|
||||
..()
|
||||
var/obj/item/ammo_casing/energy/shot = ammo_type[select]
|
||||
if(power_supply.charge > shot.e_cost)
|
||||
add_overlay("decloner_spin")
|
||||
|
||||
/obj/item/weapon/gun/energy/floragun
|
||||
name = "floral somatoray"
|
||||
desc = "A tool that discharges controlled radiation which induces mutation in plant cells."
|
||||
icon_state = "flora"
|
||||
item_state = "gun"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/flora/yield, /obj/item/ammo_casing/energy/flora/mut)
|
||||
origin_tech = "materials=2;biotech=4"
|
||||
modifystate = 1
|
||||
ammo_x_offset = 1
|
||||
selfcharge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun
|
||||
name = "meteor gun"
|
||||
desc = "For the love of god, make sure you're aiming this the right way!"
|
||||
icon_state = "riotgun"
|
||||
item_state = "c20r"
|
||||
w_class = 4
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/meteor)
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/potato"
|
||||
clumsy_check = 0 //Admin spawn only, might as well let clowns use it.
|
||||
selfcharge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/meteorgun/pen
|
||||
name = "meteor pen"
|
||||
desc = "The pen is mightier than the sword."
|
||||
icon = 'icons/obj/bureaucracy.dmi'
|
||||
icon_state = "pen"
|
||||
item_state = "pen"
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi'
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
w_class = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/mindflayer
|
||||
name = "\improper Mind Flayer"
|
||||
desc = "A prototype weapon recovered from the ruins of Research-Station Epsilon."
|
||||
icon_state = "xray"
|
||||
item_state = null
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/mindflayer)
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator
|
||||
name = "proto-kinetic accelerator"
|
||||
desc = "In the year 2544, only a year after the discovery of a potentially \
|
||||
world-changing substance, now colloquially referred to as plasma, the \
|
||||
Nanotrasen-UEG mining conglomerate introduced a prototype of a gun-like \
|
||||
device intended for quick, effective mining of plasma in the low \
|
||||
pressures of the solar system. Included in this presentation were \
|
||||
demonstrations of the gun being fired at collections of rocks contained \
|
||||
in vacuumed environments, obliterating them instantly while maintaining \
|
||||
the structure of the ores buried within them. Additionally, volunteers \
|
||||
were called from the crowd to have the gun used on them, only proving that \
|
||||
the gun caused little harm to objects in standard pressure. \n\
|
||||
An official from an unnamed, now long dissipated company observed this \
|
||||
presentation and offered to share their self-recharger cells, powered \
|
||||
by the user's bioelectrical field, another new and unknown technology. \
|
||||
They warned that the cells were incredibly experimental and several times \
|
||||
had injured workers, but the scientists as Nanotrasen were unable to resist \
|
||||
the money-saving potential of self recharging cells. Upon accepting this \
|
||||
offer, it took only a matter of days to prove the volatility of these cells, \
|
||||
as they exploded left and right whenever inserted into the prototype devices, \
|
||||
only throwing more money in the bin. \n\
|
||||
Whenever the Nanotrasen scientists were on the edge of giving up, a \
|
||||
breakthrough was made by head researcher Miles Parks McCollum, who \
|
||||
demonstrated that the cells could be stabilized when exposed to radium \
|
||||
then cooled with cryostylane. After this discovery, the low pressure gun, \
|
||||
now named the Kinetic Accelerator, was hastily completed and made compatible \
|
||||
with the self-recharging cells. As a result of poor testing, the currently \
|
||||
used guns lose their charge when not in use, and when two Kinetic Accelerators \
|
||||
come in proximity of one another, they will interfere with each other. Despite \
|
||||
this, the shoddy guns still see use in the mining of plasma to this day."
|
||||
icon_state = "kineticgun"
|
||||
item_state = "kineticgun"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/kinetic)
|
||||
cell_type = /obj/item/weapon/stock_parts/cell/emproof
|
||||
// Apparently these are safe to carry? I'm sure goliaths would disagree.
|
||||
needs_permit = 0
|
||||
unique_rename = 1
|
||||
origin_tech = "combat=3;powerstorage=3;engineering=3"
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
can_flashlight = 1
|
||||
flight_x_offset = 15
|
||||
flight_y_offset = 9
|
||||
var/overheat_time = 16
|
||||
var/holds_charge = FALSE
|
||||
var/unique_frequency = FALSE // modified by KA modkits
|
||||
var/overheat = FALSE
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/super
|
||||
name = "super-kinetic accelerator"
|
||||
desc = "An upgraded, superior version of the proto-kinetic accelerator."
|
||||
icon_state = "kineticgun_u"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/kinetic/super)
|
||||
overheat_time = 15
|
||||
origin_tech = "materials=5;powerstorage=3;engineering=4;magnets=3;combat=3"
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/hyper
|
||||
name = "hyper-kinetic accelerator"
|
||||
desc = "An upgraded, even more superior version of the proto-kinetic accelerator."
|
||||
icon_state = "kineticgun_h"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/kinetic/hyper)
|
||||
overheat_time = 14
|
||||
origin_tech = "materials=6;powerstorage=4;engineering=4;magnets=4;combat=4"
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/cyborg
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/hyper/cyborg
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/New()
|
||||
. = ..()
|
||||
if(!holds_charge)
|
||||
empty()
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/shoot_live_shot()
|
||||
. = ..()
|
||||
attempt_reload()
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/equipped(mob/user)
|
||||
. = ..()
|
||||
if(!can_shoot())
|
||||
attempt_reload()
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/dropped()
|
||||
. = ..()
|
||||
if(!holds_charge)
|
||||
// Put it on a delay because moving item from slot to hand
|
||||
// calls dropped().
|
||||
sleep(1)
|
||||
if(!ismob(loc))
|
||||
empty()
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/empty()
|
||||
power_supply.use(500)
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/attempt_reload()
|
||||
if(overheat)
|
||||
return
|
||||
overheat = TRUE
|
||||
|
||||
var/carried = 0
|
||||
if(!unique_frequency)
|
||||
for(var/obj/item/weapon/gun/energy/kinetic_accelerator/K in \
|
||||
loc.GetAllContents())
|
||||
|
||||
carried++
|
||||
|
||||
carried = max(carried, 1)
|
||||
else
|
||||
carried = 1
|
||||
|
||||
addtimer(src, "reload", overheat_time * carried)
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/emp_act(severity)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/proc/reload()
|
||||
power_supply.give(500)
|
||||
if(!suppressed)
|
||||
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
|
||||
else
|
||||
loc << "<span class='warning'>[src] silently charges up.<span>"
|
||||
update_icon()
|
||||
overheat = FALSE
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/update_icon()
|
||||
cut_overlays()
|
||||
if(!can_shoot())
|
||||
add_overlay("kineticgun_empty")
|
||||
|
||||
if(F && can_flashlight)
|
||||
var/iconF = "flight"
|
||||
if(F.on)
|
||||
iconF = "flight_on"
|
||||
add_overlay(image(icon = icon, icon_state = iconF, pixel_x = flight_x_offset, pixel_y = flight_y_offset))
|
||||
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow
|
||||
name = "mini energy crossbow"
|
||||
desc = "A weapon favored by syndicate stealth specialists."
|
||||
icon_state = "crossbow"
|
||||
item_state = "crossbow"
|
||||
w_class = 2
|
||||
materials = list(MAT_METAL=2000)
|
||||
origin_tech = "combat=4;magnets=4;syndicate=5"
|
||||
suppressed = 1
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
|
||||
weapon_weight = WEAPON_LIGHT
|
||||
unique_rename = 0
|
||||
overheat_time = 20
|
||||
holds_charge = TRUE
|
||||
unique_frequency = TRUE
|
||||
can_flashlight = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
|
||||
name = "energy crossbow"
|
||||
desc = "A reverse engineered weapon using syndicate technology."
|
||||
icon_state = "crossbowlarge"
|
||||
w_class = 3
|
||||
materials = list(MAT_METAL=4000)
|
||||
origin_tech = "combat=4;magnets=4;syndicate=2"
|
||||
suppressed = 0
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/bolt/large)
|
||||
pin = null
|
||||
|
||||
/obj/item/weapon/gun/energy/kinetic_accelerator/suicide_act(mob/user)
|
||||
if(!suppressed)
|
||||
playsound(src.loc, 'sound/weapons/kenetic_reload.ogg', 60, 1)
|
||||
user.visible_message("<span class='suicide'>[user] cocks the [src.name] and pretends to blow \his brains out! It looks like \he's trying to commit suicide!</b></span>")
|
||||
shoot_live_shot()
|
||||
return (OXYLOSS)
|
||||
|
||||
/obj/item/weapon/gun/energy/plasmacutter
|
||||
name = "plasma cutter"
|
||||
desc = "A mining tool capable of expelling concentrated plasma bursts. You could use it to cut limbs off of xenos! Or, you know, mine stuff."
|
||||
icon_state = "plasmacutter"
|
||||
item_state = "plasmacutter"
|
||||
modifystate = -1
|
||||
origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
|
||||
flags = CONDUCT | OPENCONTAINER
|
||||
attack_verb = list("attacked", "slashed", "cut", "sliced")
|
||||
force = 12
|
||||
sharpness = IS_SHARP
|
||||
can_charge = 0
|
||||
heat = 3800
|
||||
|
||||
/obj/item/weapon/gun/energy/plasmacutter/examine(mob/user)
|
||||
..()
|
||||
if(power_supply)
|
||||
user <<"<span class='notice'>[src] is [round(power_supply.percent())]% charged.</span>"
|
||||
|
||||
/obj/item/weapon/gun/energy/plasmacutter/attackby(obj/item/A, mob/user)
|
||||
if(istype(A, /obj/item/stack/sheet/mineral/plasma))
|
||||
var/obj/item/stack/sheet/S = A
|
||||
S.use(1)
|
||||
power_supply.give(1000)
|
||||
user << "<span class='notice'>You insert [A] in [src], recharging it.</span>"
|
||||
else if(istype(A, /obj/item/weapon/ore/plasma))
|
||||
qdel(A)
|
||||
power_supply.give(500)
|
||||
user << "<span class='notice'>You insert [A] in [src], recharging it.</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/energy/plasmacutter/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/plasmacutter/adv
|
||||
name = "advanced plasma cutter"
|
||||
icon_state = "adv_plasmacutter"
|
||||
origin_tech = "combat=3;materials=4;magnets=3;plasmatech=4;engineering=2"
|
||||
force = 15
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/plasma/adv)
|
||||
|
||||
/obj/item/weapon/gun/energy/wormhole_projector
|
||||
name = "bluespace wormhole projector"
|
||||
desc = "A projector that emits high density quantum-coupled bluespace beams."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/wormhole, /obj/item/ammo_casing/energy/wormhole/orange)
|
||||
item_state = null
|
||||
icon_state = "wormhole_projector"
|
||||
origin_tech = "combat=4;bluespace=6;plasmatech=4;engineering=4"
|
||||
var/obj/effect/portal/blue
|
||||
var/obj/effect/portal/orange
|
||||
|
||||
/obj/item/weapon/gun/energy/wormhole_projector/update_icon()
|
||||
icon_state = "[initial(icon_state)][select]"
|
||||
item_state = icon_state
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/wormhole_projector/process_chamber()
|
||||
..()
|
||||
select_fire()
|
||||
|
||||
/obj/item/weapon/gun/energy/wormhole_projector/proc/portal_destroyed(obj/effect/portal/P)
|
||||
if(P.icon_state == "portal")
|
||||
blue = null
|
||||
if(orange)
|
||||
orange.target = null
|
||||
else
|
||||
orange = null
|
||||
if(blue)
|
||||
blue.target = null
|
||||
|
||||
/obj/item/weapon/gun/energy/wormhole_projector/proc/create_portal(obj/item/projectile/beam/wormhole/W)
|
||||
var/obj/effect/portal/P = new /obj/effect/portal(get_turf(W), null, src)
|
||||
P.precision = 0
|
||||
if(W.name == "bluespace beam")
|
||||
qdel(blue)
|
||||
blue = P
|
||||
else
|
||||
qdel(orange)
|
||||
P.icon_state = "portal1"
|
||||
orange = P
|
||||
if(orange && blue)
|
||||
blue.target = get_turf(orange)
|
||||
orange.target = get_turf(blue)
|
||||
|
||||
|
||||
/* 3d printer 'pseudo guns' for borgs */
|
||||
|
||||
/obj/item/weapon/gun/energy/printer
|
||||
name = "cyborg lmg"
|
||||
desc = "A machinegun that fires 3d-printed flachettes slowly regenerated using a cyborg's internal power source."
|
||||
icon_state = "l6closed0"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/secborg"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/c3dbullet)
|
||||
can_charge = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/printer/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/printer/emp_act()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/printer/newshot()
|
||||
..()
|
||||
robocharge()
|
||||
|
||||
/obj/item/weapon/gun/energy/temperature
|
||||
name = "temperature gun"
|
||||
icon_state = "freezegun"
|
||||
desc = "A gun that changes temperatures."
|
||||
origin_tech = "combat=4;materials=4;powerstorage=3;magnets=2"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/temp, /obj/item/ammo_casing/energy/temp/hot)
|
||||
cell_type = "/obj/item/weapon/stock_parts/cell/high"
|
||||
pin = null
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/instakill
|
||||
name = "instakill rifle"
|
||||
icon_state = "instagib"
|
||||
item_state = "instagib"
|
||||
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit."
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/instakill)
|
||||
force = 60
|
||||
origin_tech = "combat=7;magnets=6"
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/instakill/red
|
||||
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a red design."
|
||||
icon_state = "instagibred"
|
||||
item_state = "instagibred"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/instakill/red)
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/instakill/blue
|
||||
desc = "A specialized ASMD laser-rifle, capable of flat-out disintegrating most targets in a single hit. This one has a blue design."
|
||||
icon_state = "instagibblue"
|
||||
item_state = "instagibblue"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/instakill/blue)
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/instakill/emp_act() //implying you could stop the instagib
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/energy/gravity_gun
|
||||
name = "one-point bluespace-gravitational manipulator"
|
||||
icon_state = "gravity_gun"
|
||||
item_state = "gravity_gun"
|
||||
desc = "An experimental, multi-mode device that fires bolts of Zero-Point Energy, causing local distortions in gravity"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/gravityrepulse, /obj/item/ammo_casing/energy/gravityattract, /obj/item/ammo_casing/energy/gravitychaos)
|
||||
origin_tech = "combat=4;magnets=4;materials=6;powerstorage=4;bluespace=4"
|
||||
item_state = null
|
||||
icon_state = "gravity_gun"
|
||||
var/power = 4
|
||||
54
code/modules/projectiles/guns/energy/stun.dm
Normal file
54
code/modules/projectiles/guns/energy/stun.dm
Normal file
@@ -0,0 +1,54 @@
|
||||
/obj/item/weapon/gun/energy/taser
|
||||
name = "taser gun"
|
||||
desc = "A low-capacity, energy-based stun gun used by security teams to subdue targets at range."
|
||||
icon_state = "taser"
|
||||
item_state = null //so the human update icon uses the icon_state instead.
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode)
|
||||
origin_tech = "combat=3"
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/weapon/gun/energy/shock_revolver
|
||||
name = "tesla gun"
|
||||
desc = "An experimental gun based on an experimental engine, it's about as likely to kill it's operator as it is the target."
|
||||
icon_state = "tesla"
|
||||
item_state = "tesla"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/shock_revolver)
|
||||
origin_tech = "combat=4;materials=4;powerstorage=4"
|
||||
can_flashlight = 0
|
||||
pin = null
|
||||
shaded_charge = 1
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/advtaser
|
||||
name = "hybrid taser"
|
||||
desc = "A dual-mode taser designed to fire both short-range high-power electrodes and long-range disabler beams."
|
||||
icon_state = "advtaser"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/disabler)
|
||||
origin_tech = "combat=4"
|
||||
ammo_x_offset = 2
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/advtaser/cyborg
|
||||
name = "cyborg taser"
|
||||
desc = "An integrated hybrid taser that draws directly from a cyborg's power cell. The weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
can_flashlight = 0
|
||||
can_charge = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/advtaser/cyborg/newshot()
|
||||
..()
|
||||
robocharge()
|
||||
|
||||
/obj/item/weapon/gun/energy/disabler
|
||||
name = "disabler"
|
||||
desc = "A self-defense weapon that exhausts organic targets, weakening them until they collapse."
|
||||
icon_state = "disabler"
|
||||
item_state = "combat=3"
|
||||
ammo_type = list(/obj/item/ammo_casing/energy/disabler)
|
||||
ammo_x_offset = 3
|
||||
|
||||
/obj/item/weapon/gun/energy/disabler/cyborg
|
||||
name = "cyborg disabler"
|
||||
desc = "An integrated disabler that draws from a cyborg's power cell. This weapon contains a limiter to prevent the cyborg's power cell from overheating."
|
||||
can_charge = 0
|
||||
|
||||
/obj/item/weapon/gun/energy/disabler/cyborg/newshot()
|
||||
..()
|
||||
robocharge()
|
||||
53
code/modules/projectiles/guns/grenade_launcher.dm
Normal file
53
code/modules/projectiles/guns/grenade_launcher.dm
Normal file
@@ -0,0 +1,53 @@
|
||||
/obj/item/weapon/gun/grenadelauncher
|
||||
name = "grenade launcher"
|
||||
desc = "a terrible, terrible thing. it's really awful!"
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "riotgun"
|
||||
item_state = "riotgun"
|
||||
w_class = 4
|
||||
throw_speed = 2
|
||||
throw_range = 7
|
||||
force = 5
|
||||
var/list/grenades = new/list()
|
||||
var/max_grenades = 3
|
||||
materials = list(MAT_METAL=2000)
|
||||
|
||||
/obj/item/weapon/gun/grenadelauncher/examine(mob/user)
|
||||
..()
|
||||
user << "[grenades.len] / [max_grenades] grenades loaded."
|
||||
|
||||
/obj/item/weapon/gun/grenadelauncher/attackby(obj/item/I, mob/user, params)
|
||||
|
||||
if((istype(I, /obj/item/weapon/grenade)))
|
||||
if(grenades.len < max_grenades)
|
||||
if(!user.unEquip(I))
|
||||
return
|
||||
I.loc = src
|
||||
grenades += I
|
||||
user << "<span class='notice'>You put the grenade in the grenade launcher.</span>"
|
||||
user << "<span class='notice'>[grenades.len] / [max_grenades] Grenades.</span>"
|
||||
else
|
||||
usr << "<span class='danger'>The grenade launcher cannot hold more grenades.</span>"
|
||||
|
||||
/obj/item/weapon/gun/grenadelauncher/afterattack(obj/target, mob/user , flag)
|
||||
if(target == user)
|
||||
return
|
||||
|
||||
if(grenades.len)
|
||||
fire_grenade(target,user)
|
||||
else
|
||||
usr << "<span class='danger'>The grenade launcher is empty.</span>"
|
||||
|
||||
/obj/item/weapon/gun/grenadelauncher/proc/fire_grenade(atom/target, mob/user)
|
||||
user.visible_message("<span class='danger'>[user] fired a grenade!</span>", \
|
||||
"<span class='danger'>You fire the grenade launcher!</span>")
|
||||
var/obj/item/weapon/grenade/chem_grenade/F = grenades[1] //Now with less copypasta!
|
||||
grenades -= F
|
||||
F.loc = user.loc
|
||||
F.throw_at_fast(target, 30, 2,user)
|
||||
message_admins("[key_name_admin(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
|
||||
log_game("[key_name(user)] fired a grenade ([F.name]) from a grenade launcher ([src.name]).")
|
||||
F.active = 1
|
||||
F.icon_state = initial(icon_state) + "_active"
|
||||
playsound(user.loc, 'sound/weapons/armbomb.ogg', 75, 1, -3)
|
||||
addtimer(F, "prime", 15)
|
||||
81
code/modules/projectiles/guns/magic.dm
Normal file
81
code/modules/projectiles/guns/magic.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
/obj/item/weapon/gun/magic
|
||||
name = "staff of nothing"
|
||||
desc = "This staff is boring to watch because even though it came first you've seen everything it can do in other staves for years."
|
||||
icon = 'icons/obj/guns/magic.dmi'
|
||||
icon_state = "staffofnothing"
|
||||
item_state = "staff"
|
||||
fire_sound = 'sound/weapons/emitter.ogg'
|
||||
flags = CONDUCT
|
||||
w_class = 5
|
||||
var/max_charges = 6
|
||||
var/charges = 0
|
||||
var/recharge_rate = 4
|
||||
var/charge_tick = 0
|
||||
var/can_charge = 1
|
||||
var/ammo_type
|
||||
var/no_den_usage
|
||||
origin_tech = null
|
||||
clumsy_check = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses magic instead
|
||||
pin = /obj/item/device/firing_pin/magic
|
||||
|
||||
lefthand_file = 'icons/mob/inhands/items_lefthand.dmi' //not really a gun and some toys use these inhands
|
||||
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
|
||||
|
||||
/obj/item/weapon/gun/magic/afterattack(atom/target, mob/living/user, flag)
|
||||
newshot()
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
user << "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>"
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/magic/can_shoot()
|
||||
return charges
|
||||
|
||||
/obj/item/weapon/gun/magic/newshot()
|
||||
if (charges && chambered)
|
||||
chambered.newshot()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/magic/process_chamber()
|
||||
if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
|
||||
charges--//... drain a charge
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/magic/New()
|
||||
..()
|
||||
charges = max_charges
|
||||
chambered = new ammo_type(src)
|
||||
if(can_charge)
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
|
||||
/obj/item/weapon/gun/magic/Destroy()
|
||||
if(can_charge)
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/magic/process()
|
||||
charge_tick++
|
||||
if(charge_tick < recharge_rate || charges >= max_charges)
|
||||
return 0
|
||||
charge_tick = 0
|
||||
charges++
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/magic/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/magic/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
user << "<span class='warning'>The [name] whizzles quietly.<span>"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/magic/suicide_act(mob/user)
|
||||
user.visible_message("<span class='suicide'>[user] is twisting the [src.name] above \his head, releasing a magical blast! It looks like \he's trying to commit suicide.</span>")
|
||||
playsound(loc, fire_sound, 50, 1, -1)
|
||||
return (FIRELOSS)
|
||||
61
code/modules/projectiles/guns/magic/staff.dm
Normal file
61
code/modules/projectiles/guns/magic/staff.dm
Normal file
@@ -0,0 +1,61 @@
|
||||
/obj/item/weapon/gun/magic/staff/
|
||||
slot_flags = SLOT_BACK
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/change
|
||||
name = "staff of change"
|
||||
desc = "An artefact that spits bolts of coruscating energy which cause the target's very form to reshape itself"
|
||||
fire_sound = "sound/magic/Staff_Change.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/change
|
||||
icon_state = "staffofchange"
|
||||
item_state = "staffofchange"
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/animate
|
||||
name = "staff of animation"
|
||||
desc = "An artefact that spits bolts of life-force which causes objects which are hit by it to animate and come to life! This magic doesn't affect machines."
|
||||
fire_sound = "sound/magic/Staff_animation.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/animate
|
||||
icon_state = "staffofanimation"
|
||||
item_state = "staffofanimation"
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/healing
|
||||
name = "staff of healing"
|
||||
desc = "An artefact that spits bolts of restoring magic which can remove ailments of all kinds and even raise the dead."
|
||||
fire_sound = "sound/magic/Staff_Healing.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/heal
|
||||
icon_state = "staffofhealing"
|
||||
item_state = "staffofhealing"
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/healing/handle_suicide() //Stops people trying to commit suicide to heal themselves
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/chaos
|
||||
name = "staff of chaos"
|
||||
desc = "An artefact that spits bolts of chaotic magic that can potentially do anything."
|
||||
fire_sound = "sound/magic/Staff_Chaos.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/chaos
|
||||
icon_state = "staffofchaos"
|
||||
item_state = "staffofchaos"
|
||||
max_charges = 10
|
||||
recharge_rate = 2
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/door
|
||||
name = "staff of door creation"
|
||||
desc = "An artefact that spits bolts of transformative magic that can create doors in walls."
|
||||
fire_sound = "sound/magic/Staff_Door.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/door
|
||||
icon_state = "staffofdoor"
|
||||
item_state = "staffofdoor"
|
||||
max_charges = 10
|
||||
recharge_rate = 2
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/weapon/gun/magic/staff/honk
|
||||
name = "staff of the honkmother"
|
||||
desc = "Honk"
|
||||
fire_sound = "sound/items/airhorn.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/honk
|
||||
icon_state = "honker"
|
||||
item_state = "honker"
|
||||
max_charges = 4
|
||||
recharge_rate = 8
|
||||
168
code/modules/projectiles/guns/magic/wand.dm
Normal file
168
code/modules/projectiles/guns/magic/wand.dm
Normal file
@@ -0,0 +1,168 @@
|
||||
/obj/item/weapon/gun/magic/wand/
|
||||
name = "wand of nothing"
|
||||
desc = "It's not just a stick, it's a MAGIC stick!"
|
||||
ammo_type = /obj/item/ammo_casing/magic
|
||||
icon_state = "nothingwand"
|
||||
item_state = "wand"
|
||||
w_class = 2
|
||||
can_charge = 0
|
||||
max_charges = 100 //100, 50, 50, 34 (max charge distribution by 25%ths)
|
||||
var/variable_charges = 1
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/New()
|
||||
if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
|
||||
if(prob(33))
|
||||
max_charges = Ceiling(max_charges / 3)
|
||||
else
|
||||
max_charges = Ceiling(max_charges / 2)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/examine(mob/user)
|
||||
..()
|
||||
user << "Has [charges] charge\s remaining."
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/update_icon()
|
||||
icon_state = "[initial(icon_state)][charges ? "" : "-drained"]"
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/attack(atom/target, mob/living/user)
|
||||
if(target == user)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/afterattack(atom/target, mob/living/user)
|
||||
if(!charges)
|
||||
shoot_with_empty_chamber(user)
|
||||
return
|
||||
if(target == user)
|
||||
if(no_den_usage)
|
||||
var/area/A = get_area(user)
|
||||
if(istype(A, /area/wizard_station))
|
||||
user << "<span class='warning'>You know better than to violate the security of The Den, best wait until you leave to use [src].<span>"
|
||||
return
|
||||
else
|
||||
no_den_usage = 0
|
||||
zap_self(user)
|
||||
else
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/proc/zap_self(mob/living/user)
|
||||
user.visible_message("<span class='danger'>[user] zaps \himself with [src].</span>")
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.attack_log += "\[[time_stamp()]\] <b>[user]/[user.ckey]</b> zapped \himself with a <b>[src]</b>"
|
||||
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DEATH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/death
|
||||
name = "wand of death"
|
||||
desc = "This deadly wand overwhelms the victim's body with pure energy, slaying them without fail."
|
||||
fire_sound = "sound/magic/WandoDeath.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/death
|
||||
icon_state = "deathwand"
|
||||
max_charges = 3 //3, 2, 2, 1
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/death/zap_self(mob/living/user)
|
||||
var/message ="<span class='warning'>You irradiate yourself with pure energy! "
|
||||
message += pick("Do not pass go. Do not collect 200 zorkmids.</span>","You feel more confident in your spell casting skills.</span>","You Die...</span>","Do you want your possessions identified?</span>")
|
||||
user << message
|
||||
user.adjustOxyLoss(500)
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF HEALING
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/resurrection
|
||||
name = "wand of healing"
|
||||
desc = "This wand uses healing magics to heal and revive. They are rarely utilized within the Wizard Federation for some reason."
|
||||
ammo_type = /obj/item/ammo_casing/magic/heal
|
||||
fire_sound = "sound/magic/Staff_Healing.ogg"
|
||||
icon_state = "revivewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/resurrection/zap_self(mob/living/user)
|
||||
user.revive(full_heal = 1)
|
||||
if(iscarbon(user))
|
||||
var/mob/living/carbon/C = user
|
||||
C.regenerate_limbs()
|
||||
user << "<span class='notice'>You feel great!</span>"
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF POLYMORPH
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/polymorph
|
||||
name = "wand of polymorph"
|
||||
desc = "This wand is attuned to chaos and will radically alter the victim's form."
|
||||
ammo_type = /obj/item/ammo_casing/magic/change
|
||||
icon_state = "polywand"
|
||||
fire_sound = "sound/magic/Staff_Change.ogg"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/polymorph/zap_self(mob/living/user)
|
||||
..() //because the user mob ceases to exists by the time wabbajack fully resolves
|
||||
wabbajack(user)
|
||||
charges--
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF TELEPORTATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/teleport
|
||||
name = "wand of teleportation"
|
||||
desc = "This wand will wrench targets through space and time to move them somewhere else."
|
||||
ammo_type = /obj/item/ammo_casing/magic/teleport
|
||||
fire_sound = "sound/magic/Wand_Teleport.ogg"
|
||||
icon_state = "telewand"
|
||||
max_charges = 10 //10, 5, 5, 4
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/teleport/zap_self(mob/living/user)
|
||||
if(do_teleport(user, user, 10))
|
||||
var/datum/effect_system/smoke_spread/smoke = new
|
||||
smoke.set_up(3, user.loc)
|
||||
smoke.start()
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF DOOR CREATION
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/door
|
||||
name = "wand of door creation"
|
||||
desc = "This particular wand can create doors in any wall for the unscrupulous wizard who shuns teleportation magics."
|
||||
ammo_type = /obj/item/ammo_casing/magic/door
|
||||
icon_state = "doorwand"
|
||||
fire_sound = "sound/magic/Staff_Door.ogg"
|
||||
max_charges = 20 //20, 10, 10, 7
|
||||
no_den_usage = 1
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/door/zap_self(mob/living/user)
|
||||
user << "<span class='notice'>You feel vaguely more open with your feelings.</span>"
|
||||
charges--
|
||||
..()
|
||||
|
||||
/////////////////////////////////////
|
||||
//WAND OF FIREBALL
|
||||
/////////////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/fireball
|
||||
name = "wand of fireball"
|
||||
desc = "This wand shoots scorching balls of fire that explode into destructive flames."
|
||||
fire_sound = "sound/magic/Fireball.ogg"
|
||||
ammo_type = /obj/item/ammo_casing/magic/fireball
|
||||
icon_state = "firewand"
|
||||
max_charges = 8 //8, 4, 4, 3
|
||||
|
||||
/obj/item/weapon/gun/magic/wand/fireball/zap_self(mob/living/user)
|
||||
explosion(user.loc, -1, 0, 2, 3, 0, flame_range = 2)
|
||||
charges--
|
||||
..()
|
||||
127
code/modules/projectiles/guns/medbeam.dm
Normal file
127
code/modules/projectiles/guns/medbeam.dm
Normal file
@@ -0,0 +1,127 @@
|
||||
/obj/item/weapon/gun/medbeam
|
||||
name = "Medical Beamgun"
|
||||
desc = "Delivers medical nanites in a focused beam."
|
||||
icon = 'icons/obj/chronos.dmi'
|
||||
icon_state = "chronogun"
|
||||
item_state = "chronogun"
|
||||
w_class = 3.0
|
||||
|
||||
var/mob/living/current_target
|
||||
var/last_check = 0
|
||||
var/check_delay = 10 //Check los as often as possible, max resolution is SSobj tick though
|
||||
var/max_range = 8
|
||||
var/active = 0
|
||||
var/datum/beam/current_beam = null
|
||||
var/mounted = 0 //Denotes if this is a handheld or mounted version
|
||||
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
|
||||
/obj/item/weapon/gun/medbeam/New()
|
||||
..()
|
||||
START_PROCESSING(SSobj, src)
|
||||
|
||||
/obj/item/weapon/gun/medbeam/dropped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/weapon/gun/medbeam/equipped(mob/user)
|
||||
..()
|
||||
LoseTarget()
|
||||
|
||||
/obj/item/weapon/gun/medbeam/proc/LoseTarget()
|
||||
if(active)
|
||||
qdel(current_beam)
|
||||
active = 0
|
||||
on_beam_release(current_target)
|
||||
current_target = null
|
||||
|
||||
/obj/item/weapon/gun/medbeam/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override)
|
||||
if(isliving(user))
|
||||
add_fingerprint(user)
|
||||
|
||||
if(current_target)
|
||||
LoseTarget()
|
||||
if(!isliving(target))
|
||||
return
|
||||
|
||||
current_target = target
|
||||
active = 1
|
||||
current_beam = new(user,current_target,time=6000,beam_icon_state="medbeam",btype=/obj/effect/ebeam/medical)
|
||||
addtimer(current_beam, "Start", 0)
|
||||
|
||||
feedback_add_details("gun_fired","[src.type]")
|
||||
|
||||
/obj/item/weapon/gun/medbeam/process()
|
||||
|
||||
var/source = loc
|
||||
if(!mounted && !ishuman(source))
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(!current_target)
|
||||
LoseTarget()
|
||||
return
|
||||
|
||||
if(world.time <= last_check+check_delay)
|
||||
return
|
||||
|
||||
last_check = world.time
|
||||
|
||||
if(get_dist(source, current_target)>max_range || !los_check(source, current_target))
|
||||
LoseTarget()
|
||||
if(ishuman(source))
|
||||
source << "<span class='warning'>You lose control of the beam!</span>"
|
||||
return
|
||||
|
||||
if(current_target)
|
||||
on_beam_tick(current_target)
|
||||
|
||||
/obj/item/weapon/gun/medbeam/proc/los_check(atom/movable/user, mob/target)
|
||||
var/turf/user_turf = user.loc
|
||||
if(mounted)
|
||||
user_turf = get_turf(user)
|
||||
else if(!istype(user_turf))
|
||||
return 0
|
||||
var/obj/dummy = new(user_turf)
|
||||
dummy.pass_flags |= PASSTABLE|PASSGLASS|PASSGRILLE //Grille/Glass so it can be used through common windows
|
||||
for(var/turf/turf in getline(user_turf,target))
|
||||
if(mounted && turf == user_turf)
|
||||
continue //Mechs are dense and thus fail the check
|
||||
if(turf.density)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/atom/movable/AM in turf)
|
||||
if(!AM.CanPass(dummy,turf,1))
|
||||
qdel(dummy)
|
||||
return 0
|
||||
for(var/obj/effect/ebeam/medical/B in turf)// Don't cross the str-beams!
|
||||
if(B.owner != current_beam)
|
||||
explosion(B.loc,0,3,5,8)
|
||||
qdel(dummy)
|
||||
return 0
|
||||
qdel(dummy)
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/medbeam/proc/on_beam_hit(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/medbeam/proc/on_beam_tick(var/mob/living/target)
|
||||
if(target.health != target.maxHealth)
|
||||
PoolOrNew(/obj/effect/overlay/temp/heal, list(get_turf(target), "#80F5FF"))
|
||||
target.adjustBruteLoss(-4)
|
||||
target.adjustFireLoss(-4)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/medbeam/proc/on_beam_release(var/mob/living/target)
|
||||
return
|
||||
|
||||
/obj/effect/ebeam/medical
|
||||
name = "medical beam"
|
||||
|
||||
//////////////////////////////Mech Version///////////////////////////////
|
||||
/obj/item/weapon/gun/medbeam/mech
|
||||
mounted = 1
|
||||
|
||||
/obj/item/weapon/gun/medbeam/mech/New()
|
||||
..()
|
||||
STOP_PROCESSING(SSobj, src) //Mech mediguns do not process until installed, and are controlled by the holder obj
|
||||
28
code/modules/projectiles/guns/mounted.dm
Normal file
28
code/modules/projectiles/guns/mounted.dm
Normal file
@@ -0,0 +1,28 @@
|
||||
/obj/item/weapon/gun/energy/gun/advtaser/mounted
|
||||
name = "mounted taser"
|
||||
desc = "An arm mounted dual-mode weapon that fires electrodes and disabler shots."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "taser"
|
||||
item_state = "armcannonstun4"
|
||||
force = 5
|
||||
selfcharge = 1
|
||||
can_flashlight = 0
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL // Has no trigger at all, uses neural signals instead
|
||||
|
||||
/obj/item/weapon/gun/energy/gun/advtaser/mounted/dropped()//if somebody manages to drop this somehow...
|
||||
..()
|
||||
src.loc = null//send it to nullspace to get retrieved by the implant later on. gotta cover those edge cases.
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/mounted
|
||||
name = "mounted laser"
|
||||
desc = "An arm mounted cannon that fires lethal lasers."
|
||||
icon = 'icons/obj/items_cyborg.dmi'
|
||||
icon_state = "laser"
|
||||
item_state = "armcannonlase"
|
||||
force = 5
|
||||
selfcharge = 1
|
||||
trigger_guard = TRIGGER_GUARD_ALLOW_ALL
|
||||
|
||||
/obj/item/weapon/gun/energy/laser/mounted/dropped()
|
||||
..()
|
||||
src.loc = null
|
||||
208
code/modules/projectiles/guns/projectile.dm
Normal file
208
code/modules/projectiles/guns/projectile.dm
Normal file
@@ -0,0 +1,208 @@
|
||||
/obj/item/weapon/gun/projectile
|
||||
desc = "Now comes in flavors like GUN. Uses 10mm ammo, for some reason"
|
||||
name = "projectile gun"
|
||||
icon_state = "pistol"
|
||||
origin_tech = "combat=2;materials=2"
|
||||
w_class = 3
|
||||
|
||||
var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
|
||||
var/obj/item/ammo_box/magazine/magazine
|
||||
|
||||
/obj/item/weapon/gun/projectile/New()
|
||||
..()
|
||||
if (!magazine)
|
||||
magazine = new mag_type(src)
|
||||
chamber_round()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/update_icon()
|
||||
..()
|
||||
if(current_skin)
|
||||
icon_state = "[current_skin][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
|
||||
else
|
||||
icon_state = "[initial(icon_state)][suppressed ? "-suppressed" : ""][sawn_state ? "-sawn" : ""]"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/process_chamber(eject_casing = 1, empty_chamber = 1)
|
||||
// if(in_chamber)
|
||||
// return 1
|
||||
var/obj/item/ammo_casing/AC = chambered //Find chambered round
|
||||
if(isnull(AC) || !istype(AC))
|
||||
chamber_round()
|
||||
return
|
||||
if(eject_casing)
|
||||
AC.loc = get_turf(src) //Eject casing onto ground.
|
||||
AC.SpinAnimation(10, 1) //next gen special effects
|
||||
|
||||
if(empty_chamber)
|
||||
chambered = null
|
||||
chamber_round()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/chamber_round()
|
||||
if (chambered || !magazine)
|
||||
return
|
||||
else if (magazine.ammo_count())
|
||||
chambered = magazine.get_round()
|
||||
chambered.loc = src
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/can_shoot()
|
||||
if(!magazine || !magazine.ammo_count(0))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if (istype(A, /obj/item/ammo_box/magazine))
|
||||
var/obj/item/ammo_box/magazine/AM = A
|
||||
if (!magazine && istype(AM, mag_type))
|
||||
user.remove_from_mob(AM)
|
||||
magazine = AM
|
||||
magazine.loc = src
|
||||
user << "<span class='notice'>You load a new magazine into \the [src].</span>"
|
||||
chamber_round()
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
return 1
|
||||
else if (magazine)
|
||||
user << "<span class='notice'>There's already a magazine in \the [src].</span>"
|
||||
if(istype(A, /obj/item/weapon/suppressor))
|
||||
var/obj/item/weapon/suppressor/S = A
|
||||
if(can_suppress)
|
||||
if(!suppressed)
|
||||
if(!user.unEquip(A))
|
||||
return
|
||||
user << "<span class='notice'>You screw [S] onto [src].</span>"
|
||||
suppressed = A
|
||||
S.oldsound = fire_sound
|
||||
S.initial_w_class = w_class
|
||||
fire_sound = 'sound/weapons/Gunshot_silenced.ogg'
|
||||
w_class = 3 //so pistols do not fit in pockets when suppressed
|
||||
A.loc = src
|
||||
update_icon()
|
||||
return
|
||||
else
|
||||
user << "<span class='warning'>[src] already has a suppressor!</span>"
|
||||
return
|
||||
else
|
||||
user << "<span class='warning'>You can't seem to figure out how to fit [S] on [src]!</span>"
|
||||
return
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_hand(mob/user)
|
||||
if(loc == user)
|
||||
if(suppressed && can_unsuppress)
|
||||
var/obj/item/weapon/suppressor/S = suppressed
|
||||
if(user.l_hand != src && user.r_hand != src)
|
||||
..()
|
||||
return
|
||||
user << "<span class='notice'>You unscrew [suppressed] from [src].</span>"
|
||||
user.put_in_hands(suppressed)
|
||||
fire_sound = S.oldsound
|
||||
w_class = S.initial_w_class
|
||||
suppressed = 0
|
||||
update_icon()
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/attack_self(mob/living/user)
|
||||
var/obj/item/ammo_casing/AC = chambered //Find chambered round
|
||||
if(magazine)
|
||||
magazine.loc = get_turf(src.loc)
|
||||
user.put_in_hands(magazine)
|
||||
magazine.update_icon()
|
||||
magazine = null
|
||||
user << "<span class='notice'>You pull the magazine out of \the [src].</span>"
|
||||
else if(chambered)
|
||||
AC.loc = get_turf(src)
|
||||
AC.SpinAnimation(10, 1)
|
||||
chambered = null
|
||||
user << "<span class='notice'>You unload the round from \the [src]'s chamber.</span>"
|
||||
else
|
||||
user << "<span class='notice'>There's no magazine in \the [src].</span>"
|
||||
update_icon()
|
||||
return
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/examine(mob/user)
|
||||
..()
|
||||
user << "Has [get_ammo()] round\s remaining."
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/get_ammo(countchambered = 1)
|
||||
var/boolets = 0 //mature var names for mature people
|
||||
if (chambered && countchambered)
|
||||
boolets++
|
||||
if (magazine)
|
||||
boolets += magazine.ammo_count()
|
||||
return boolets
|
||||
|
||||
/obj/item/weapon/gun/projectile/suicide_act(mob/user)
|
||||
if (src.chambered && src.chambered.BB && !src.chambered.BB.nodamage)
|
||||
user.visible_message("<span class='suicide'>[user] is putting the barrel of the [src.name] in \his mouth. It looks like \he's trying to commit suicide.</span>")
|
||||
sleep(25)
|
||||
if(user.l_hand == src || user.r_hand == src)
|
||||
process_fire(user, user, 0, zone_override = "head")
|
||||
user.visible_message("<span class='suicide'>[user] blows \his brains out with the [src.name]!</span>")
|
||||
return(BRUTELOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] panics and starts choking to death!</span>")
|
||||
return(OXYLOSS)
|
||||
else
|
||||
user.visible_message("<span class='suicide'>[user] is pretending to blow \his brains out with the [src.name]! It looks like \he's trying to commit suicide!</b></span>")
|
||||
playsound(loc, 'sound/weapons/empty.ogg', 50, 1, -1)
|
||||
return (OXYLOSS)
|
||||
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/proc/sawoff(mob/user)
|
||||
if(sawn_state == SAWN_OFF)
|
||||
user << "<span class='warning'>\The [src] is already shortened!</span>"
|
||||
return
|
||||
user.changeNext_move(CLICK_CD_MELEE)
|
||||
user.visible_message("[user] begins to shorten \the [src].", "<span class='notice'>You begin to shorten \the [src]...</span>")
|
||||
|
||||
//if there's any live ammo inside the gun, makes it go off
|
||||
if(blow_up(user))
|
||||
user.visible_message("<span class='danger'>\The [src] goes off!</span>", "<span class='danger'>\The [src] goes off in your face!</span>")
|
||||
return
|
||||
|
||||
if(do_after(user, 30, target = src))
|
||||
if(sawn_state == SAWN_OFF)
|
||||
return
|
||||
user.visible_message("[user] shortens \the [src]!", "<span class='notice'>You shorten \the [src].</span>")
|
||||
name = "sawn-off [src.name]"
|
||||
desc = sawn_desc
|
||||
w_class = 3
|
||||
item_state = "gun"//phil235 is it different with different skin?
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||
sawn_state = SAWN_OFF
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
// Sawing guns related proc
|
||||
/obj/item/weapon/gun/projectile/proc/blow_up(mob/user)
|
||||
. = 0
|
||||
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
|
||||
if(AC.BB)
|
||||
process_fire(user, user,0)
|
||||
. = 1
|
||||
|
||||
|
||||
/obj/item/weapon/suppressor
|
||||
name = "suppressor"
|
||||
desc = "A universal syndicate small-arms suppressor for maximum espionage."
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "suppressor"
|
||||
w_class = 2
|
||||
var/oldsound = null
|
||||
var/initial_w_class = null
|
||||
|
||||
|
||||
/obj/item/weapon/suppressor/specialoffer
|
||||
name = "cheap suppressor"
|
||||
desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits all weapons."
|
||||
icon = 'icons/obj/guns/projectile.dmi'
|
||||
icon_state = "suppressor"
|
||||
|
||||
409
code/modules/projectiles/guns/projectile/automatic.dm
Normal file
409
code/modules/projectiles/guns/projectile/automatic.dm
Normal file
@@ -0,0 +1,409 @@
|
||||
/obj/item/weapon/gun/projectile/automatic
|
||||
origin_tech = "combat=4;materials=2"
|
||||
w_class = 3
|
||||
var/alarmed = 0
|
||||
var/select = 1
|
||||
can_suppress = 1
|
||||
burst_size = 3
|
||||
fire_delay = 2
|
||||
actions_types = list(/datum/action/item_action/toggle_firemode)
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/proto
|
||||
name = "\improper NanoTrasen Saber SMG"
|
||||
desc = "A prototype three-round burst 9mm submachine gun, designated 'SABR'. Has a threaded barrel for suppressors."
|
||||
icon_state = "saber"
|
||||
mag_type = /obj/item/ammo_box/magazine/smgm9mm
|
||||
pin = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/proto/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/update_icon()
|
||||
..()
|
||||
cut_overlays()
|
||||
if(!select)
|
||||
add_overlay("[initial(icon_state)]semi")
|
||||
if(select == 1)
|
||||
add_overlay("[initial(icon_state)]burst")
|
||||
icon_state = "[initial(icon_state)][magazine ? "-[magazine.max_ammo]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/attackby(obj/item/A, mob/user, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
if(istype(A, /obj/item/ammo_box/magazine))
|
||||
var/obj/item/ammo_box/magazine/AM = A
|
||||
if(istype(AM, mag_type))
|
||||
if(magazine)
|
||||
user << "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>"
|
||||
magazine.loc = get_turf(src.loc)
|
||||
magazine.update_icon()
|
||||
magazine = null
|
||||
else
|
||||
user << "<span class='notice'>You insert the magazine into \the [src].</span>"
|
||||
user.remove_from_mob(AM)
|
||||
magazine = AM
|
||||
magazine.loc = src
|
||||
chamber_round()
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/ui_action_click()
|
||||
burst_select()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/proc/burst_select()
|
||||
var/mob/living/carbon/human/user = usr
|
||||
select = !select
|
||||
if(!select)
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
user << "<span class='notice'>You switch to semi-automatic.</span>"
|
||||
else
|
||||
burst_size = initial(burst_size)
|
||||
fire_delay = initial(fire_delay)
|
||||
user << "<span class='notice'>You switch to [burst_size]-rnd burst.</span>"
|
||||
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_icon()
|
||||
for(var/X in actions)
|
||||
var/datum/action/A = X
|
||||
A.UpdateButtonIcon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/can_shoot()
|
||||
return get_ammo()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/proc/empty_alarm()
|
||||
if(!chambered && !get_ammo() && !alarmed)
|
||||
playsound(src.loc, 'sound/weapons/smg_empty_alarm.ogg', 40, 1)
|
||||
update_icon()
|
||||
alarmed = 1
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r
|
||||
name = "\improper C-20r SMG"
|
||||
desc = "A bullpup two-round burst .45 SMG, designated 'C-20r'. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp."
|
||||
icon_state = "c20r"
|
||||
item_state = "c20r"
|
||||
origin_tech = "combat=5;materials=2;syndicate=6"
|
||||
mag_type = /obj/item/ammo_box/magazine/smgm45
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
fire_delay = 2
|
||||
burst_size = 2
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/New()
|
||||
..()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/afterattack()
|
||||
..()
|
||||
empty_alarm()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
|
||||
..()
|
||||
icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550
|
||||
name = "security auto rifle"
|
||||
desc = "An outdated personal defence weapon. Uses 4.6x30mm rounds and is designated the WT-550 Automatic Rifle."
|
||||
icon_state = "wt550"
|
||||
item_state = "arg"
|
||||
mag_type = /obj/item/ammo_box/magazine/wt550m9
|
||||
fire_delay = 2
|
||||
can_suppress = 0
|
||||
burst_size = 0
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/wt550/update_icon()
|
||||
..()
|
||||
icon_state = "wt550[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/mini_uzi
|
||||
name = "\improper 'Type U3' Uzi"
|
||||
desc = "A lightweight, burst-fire submachine gun, for when you really want someone dead. Uses 9mm rounds."
|
||||
icon_state = "mini-uzi"
|
||||
origin_tech = "combat=4;materials=2;syndicate=4"
|
||||
mag_type = /obj/item/ammo_box/magazine/uzim9mm
|
||||
burst_size = 2
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/m90
|
||||
name = "\improper M-90gl Carbine"
|
||||
desc = "A three-round burst 5.56 toploading carbine, designated 'M-90gl'. Has an attached underbarrel grenade launcher which can be toggled on and off."
|
||||
icon_state = "m90"
|
||||
item_state = "m90"
|
||||
origin_tech = "combat=5;materials=2;syndicate=6"
|
||||
mag_type = /obj/item/ammo_box/magazine/m556
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
can_suppress = 0
|
||||
var/obj/item/weapon/gun/projectile/revolver/grenadelauncher/underbarrel
|
||||
burst_size = 3
|
||||
fire_delay = 2
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/New()
|
||||
..()
|
||||
underbarrel = new /obj/item/weapon/gun/projectile/revolver/grenadelauncher(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/unrestricted/New()
|
||||
..()
|
||||
underbarrel = new /obj/item/weapon/gun/projectile/revolver/grenadelauncher/unrestricted(src)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/afterattack(atom/target, mob/living/user, flag, params)
|
||||
if(select == 2)
|
||||
underbarrel.afterattack(target, user, flag, params)
|
||||
else
|
||||
..()
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/attackby(obj/item/A, mob/user, params)
|
||||
if(istype(A, /obj/item/ammo_casing))
|
||||
if(istype(A, underbarrel.magazine.ammo_type))
|
||||
underbarrel.attack_self()
|
||||
underbarrel.attackby(A, user, params)
|
||||
else
|
||||
..()
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/update_icon()
|
||||
..()
|
||||
cut_overlays()
|
||||
switch(select)
|
||||
if(0)
|
||||
add_overlay("[initial(icon_state)]semi")
|
||||
if(1)
|
||||
add_overlay("[initial(icon_state)]burst")
|
||||
if(2)
|
||||
add_overlay("[initial(icon_state)]gren")
|
||||
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/automatic/m90/burst_select()
|
||||
var/mob/living/carbon/human/user = usr
|
||||
switch(select)
|
||||
if(0)
|
||||
select = 1
|
||||
burst_size = initial(burst_size)
|
||||
fire_delay = initial(fire_delay)
|
||||
user << "<span class='notice'>You switch to [burst_size]-rnd burst.</span>"
|
||||
if(1)
|
||||
select = 2
|
||||
user << "<span class='notice'>You switch to grenades.</span>"
|
||||
if(2)
|
||||
select = 0
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
user << "<span class='notice'>You switch to semi-auto.</span>"
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/tommygun
|
||||
name = "\improper Thompson SMG"
|
||||
desc = "Based on the classic 'Chicago Typewriter'."
|
||||
icon_state = "tommygun"
|
||||
item_state = "shotgun"
|
||||
w_class = 5
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=5;materials=1;syndicate=3"
|
||||
mag_type = /obj/item/ammo_box/magazine/tommygunm45
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
can_suppress = 0
|
||||
burst_size = 4
|
||||
fire_delay = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/ar
|
||||
name = "\improper NT-ARG 'Boarder'"
|
||||
desc = "A robust assault rile used by Nanotrasen fighting forces."
|
||||
icon_state = "arg"
|
||||
item_state = "arg"
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=6;engineering=4"
|
||||
mag_type = /obj/item/ammo_box/magazine/m556
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
can_suppress = 0
|
||||
burst_size = 3
|
||||
fire_delay = 1
|
||||
|
||||
|
||||
|
||||
// Bulldog shotgun //
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog
|
||||
name = "\improper 'Bulldog' Shotgun"
|
||||
desc = "A semi-auto, mag-fed shotgun for combat in narrow corridors, nicknamed 'Bulldog' by boarding parties. Compatible only with specialized 8-round drum magazines."
|
||||
icon_state = "bulldog"
|
||||
item_state = "bulldog"
|
||||
w_class = 3
|
||||
origin_tech = "combat=6;materials=4;syndicate=6"
|
||||
mag_type = /obj/item/ammo_box/magazine/m12g
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
can_suppress = 0
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/New()
|
||||
..()
|
||||
update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/proc/update_magazine()
|
||||
if(magazine)
|
||||
src.overlays = 0
|
||||
add_overlay("[magazine.icon_state]")
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/update_icon()
|
||||
src.overlays = 0
|
||||
update_magazine()
|
||||
icon_state = "bulldog[chambered ? "" : "-e"]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog/afterattack()
|
||||
..()
|
||||
empty_alarm()
|
||||
return
|
||||
|
||||
|
||||
|
||||
// L6 SAW //
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw
|
||||
name = "\improper L6 SAW"
|
||||
desc = "A heavily modified 5.56x45mm light machine gun, designated 'L6 SAW'. Has 'Aussec Armoury - 2531' engraved on the receiver below the designation."
|
||||
icon_state = "l6closed100"
|
||||
item_state = "l6closedmag"
|
||||
w_class = 5
|
||||
slot_flags = 0
|
||||
origin_tech = "combat=6;engineering=3;syndicate=6"
|
||||
mag_type = /obj/item/ammo_box/magazine/mm556x45
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
var/cover_open = 0
|
||||
can_suppress = 0
|
||||
burst_size = 3
|
||||
fire_delay = 1
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user)
|
||||
cover_open = !cover_open
|
||||
user << "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>"
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
|
||||
icon_state = "l6[cover_open ? "open" : "closed"][magazine ? Ceiling(get_ammo(0)/12.5)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
|
||||
item_state = "l6[cover_open ? "openmag" : "closedmag"]"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
|
||||
if(cover_open)
|
||||
user << "<span class='warning'>[src]'s cover is open! Close it before firing!</span>"
|
||||
else
|
||||
..()
|
||||
update_icon()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user)
|
||||
if(loc != user)
|
||||
..()
|
||||
return //let them pick it up
|
||||
if(!cover_open || (cover_open && !magazine))
|
||||
..()
|
||||
else if(cover_open && magazine)
|
||||
//drop the mag
|
||||
magazine.update_icon()
|
||||
magazine.loc = get_turf(src.loc)
|
||||
user.put_in_hands(magazine)
|
||||
magazine = null
|
||||
update_icon()
|
||||
user << "<span class='notice'>You remove the magazine from [src].</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(obj/item/A, mob/user, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
if(!cover_open)
|
||||
user << "<span class='warning'>[src]'s cover is closed! You can't insert a new mag.</span>"
|
||||
return
|
||||
..()
|
||||
|
||||
|
||||
|
||||
// SNIPER //
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle
|
||||
name = "sniper rifle"
|
||||
desc = "The kind of gun that will leave you crying for mummy before you even realise your leg's missing"
|
||||
icon_state = "sniper"
|
||||
item_state = "sniper"
|
||||
recoil = 2
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
mag_type = /obj/item/ammo_box/magazine/sniper_rounds
|
||||
fire_delay = 40
|
||||
burst_size = 1
|
||||
origin_tech = "combat=7"
|
||||
can_unsuppress = 1
|
||||
can_suppress = 1
|
||||
w_class = 3
|
||||
zoomable = TRUE
|
||||
zoom_amt = 7 //Long range, enough to see in front of you, but no tiles behind you.
|
||||
slot_flags = SLOT_BACK
|
||||
actions_types = list()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle/update_icon()
|
||||
if(magazine)
|
||||
icon_state = "sniper-mag"
|
||||
else
|
||||
icon_state = "sniper"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/sniper_rifle/syndicate
|
||||
name = "syndicate sniper rifle"
|
||||
desc = "Syndicate flavoured sniper rifle, it packs quite a punch, a punch to your face"
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
origin_tech = "combat=7;syndicate=6"
|
||||
|
||||
|
||||
|
||||
|
||||
// Laser rifle (rechargeable magazine) //
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/laser
|
||||
name = "laser rifle"
|
||||
desc = "Though sometimes mocked for the relatively weak firepower of their energy weapons, the logistic miracle of rechargable ammunition has given Nanotrasen a decisive edge over many a foe."
|
||||
icon_state = "oldrifle"
|
||||
item_state = "arg"
|
||||
mag_type = /obj/item/ammo_box/magazine/recharge
|
||||
fire_delay = 2
|
||||
can_suppress = 0
|
||||
burst_size = 0
|
||||
actions_types = list()
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/laser/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..() //we changed the default value of the first argument
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/laser/update_icon()
|
||||
..()
|
||||
icon_state = "oldrifle[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
|
||||
return
|
||||
153
code/modules/projectiles/guns/projectile/laser_gatling.dm
Normal file
153
code/modules/projectiles/guns/projectile/laser_gatling.dm
Normal file
@@ -0,0 +1,153 @@
|
||||
|
||||
|
||||
//The ammo/gun is stored in a back slot item
|
||||
/obj/item/weapon/minigunpack
|
||||
name = "backpack power source"
|
||||
desc = "The massive external power source for the laser gatling gun"
|
||||
icon = 'icons/obj/guns/minigun.dmi'
|
||||
icon_state = "holstered"
|
||||
item_state = "backpack"
|
||||
slot_flags = SLOT_BACK
|
||||
w_class = 5
|
||||
var/obj/item/weapon/gun/projectile/minigun/gun = null
|
||||
var/armed = 0 //whether the gun is attached, 0 is attached, 1 is the gun is wielded.
|
||||
var/overheat = 0
|
||||
var/overheat_max = 40
|
||||
var/heat_diffusion = 1
|
||||
|
||||
/obj/item/weapon/minigunpack/New()
|
||||
gun = new(src)
|
||||
START_PROCESSING(SSobj, src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/minigunpack/Destroy()
|
||||
STOP_PROCESSING(SSobj, src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/minigunpack/process()
|
||||
overheat = max(0, overheat - heat_diffusion)
|
||||
|
||||
/obj/item/weapon/minigunpack/attack_hand(var/mob/living/carbon/user)
|
||||
if(src.loc == user)
|
||||
if(!armed)
|
||||
if(user.get_item_by_slot(slot_back) == src)
|
||||
armed = 1
|
||||
if(!user.put_in_hands(gun))
|
||||
armed = 0
|
||||
user << "<span class='warning'>You need a free hand to hold the gun!</span>"
|
||||
return
|
||||
update_icon()
|
||||
gun.forceMove(user)
|
||||
user.update_inv_back()
|
||||
else
|
||||
user << "<span class='warning'>You are already holding the gun!</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/minigunpack/attackby(obj/item/weapon/W, mob/user, params)
|
||||
if(W == gun) //Don't need armed check, because if you have the gun assume its armed.
|
||||
user.unEquip(gun,1)
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/weapon/minigunpack/dropped(mob/user)
|
||||
if(armed)
|
||||
user.unEquip(gun,1)
|
||||
|
||||
/obj/item/weapon/minigunpack/MouseDrop(atom/over_object)
|
||||
if(armed)
|
||||
return
|
||||
if(iscarbon(usr))
|
||||
var/mob/M = usr
|
||||
|
||||
if(!over_object)
|
||||
return
|
||||
|
||||
if(!M.restrained() && !M.stat)
|
||||
|
||||
if(istype(over_object, /obj/screen/inventory/hand))
|
||||
var/obj/screen/inventory/hand/H = over_object
|
||||
if(!M.unEquip(src))
|
||||
return
|
||||
switch(H.slot_id)
|
||||
if(slot_r_hand)
|
||||
M.put_in_r_hand(src)
|
||||
if(slot_l_hand)
|
||||
M.put_in_l_hand(src)
|
||||
|
||||
|
||||
/obj/item/weapon/minigunpack/update_icon()
|
||||
if(armed)
|
||||
icon_state = "notholstered"
|
||||
else
|
||||
icon_state = "holstered"
|
||||
|
||||
/obj/item/weapon/minigunpack/proc/attach_gun(var/mob/user)
|
||||
if(!gun)
|
||||
gun = new(src)
|
||||
gun.forceMove(src)
|
||||
armed = 0
|
||||
if(user)
|
||||
user << "<span class='notice'>You attach the [gun.name] to the [name].</span>"
|
||||
else
|
||||
src.visible_message("<span class='warning'>The [gun.name] snaps back onto the [name]!</span>")
|
||||
update_icon()
|
||||
user.update_inv_back()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun
|
||||
name = "laser gatling gun"
|
||||
desc = "An advanced laser cannon with an incredible rate of fire. Requires a bulky backpack power source to use."
|
||||
icon = 'icons/obj/guns/minigun.dmi'
|
||||
icon_state = "minigun_spin"
|
||||
item_state = "minigun"
|
||||
origin_tech = "combat=6;powerstorage=5;magnets=4"
|
||||
flags = CONDUCT | HANDSLOW
|
||||
slowdown = 1
|
||||
slot_flags = null
|
||||
w_class = 5
|
||||
materials = list()
|
||||
burst_size = 3
|
||||
automatic = 0
|
||||
fire_delay = 1
|
||||
weapon_weight = WEAPON_HEAVY
|
||||
fire_sound = 'sound/weapons/Laser.ogg'
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/minigun
|
||||
var/obj/item/weapon/minigunpack/ammo_pack
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/attack_self(mob/living/user)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/dropped(mob/user)
|
||||
if(ammo_pack)
|
||||
ammo_pack.attach_gun(user)
|
||||
else
|
||||
qdel(src)
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
if(ammo_pack)
|
||||
if(ammo_pack.overheat < ammo_pack.overheat_max)
|
||||
. = ..()
|
||||
ammo_pack.overheat++
|
||||
else
|
||||
user << "The gun's heat sensor locked the trigger to prevent lens damage."
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/afterattack(atom/target, mob/living/user, flag, params)
|
||||
if(!ammo_pack || ammo_pack.loc != user)
|
||||
user << "You need the backpack power source to fire the gun!"
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/New()
|
||||
if(!ammo_pack)
|
||||
if(istype(loc,/obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
|
||||
ammo_pack = loc
|
||||
else
|
||||
qdel(src)//No pack, no gun
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/dropped(mob/living/user)
|
||||
ammo_pack.attach_gun(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/minigun/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
81
code/modules/projectiles/guns/projectile/launchers.dm
Normal file
81
code/modules/projectiles/guns/projectile/launchers.dm
Normal file
@@ -0,0 +1,81 @@
|
||||
//KEEP IN MIND: These are different from gun/grenadelauncher. These are designed to shoot premade rocket and grenade projectiles, not flashbangs or chemistry casings etc.
|
||||
//Put handheld rocket launchers here if someone ever decides to make something so hilarious ~Paprika
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/grenadelauncher//this is only used for underbarrel grenade launchers at the moment, but admins can still spawn it if they feel like being assholes
|
||||
desc = "A break-operated grenade launcher."
|
||||
name = "grenade launcher"
|
||||
icon_state = "dshotgun-sawn"
|
||||
item_state = "gun"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
w_class = 3
|
||||
pin = /obj/item/device/firing_pin/implant/pindicate
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
|
||||
chamber_round()
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/cyborg
|
||||
desc = "A 6-shot grenade launcher."
|
||||
name = "multi grenade launcher"
|
||||
icon = 'icons/mecha/mecha_equipment.dmi'
|
||||
icon_state = "mecha_grenadelnchr"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/grenademulti
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/grenadelauncher/cyborg/attack_self()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/gyropistol
|
||||
name = "gyrojet pistol"
|
||||
desc = "A prototype pistol designed to fire self propelled rockets."
|
||||
icon_state = "gyropistol"
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
origin_tech = "combat=5"
|
||||
mag_type = /obj/item/ammo_box/magazine/m75
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/gyropistol/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/gyropistol/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)][magazine ? "loaded" : ""]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/speargun
|
||||
name = "kinetic speargun"
|
||||
desc = "A weapon favored by carp hunters. Fires specialized spears using kinetic energy."
|
||||
icon_state = "speargun"
|
||||
item_state = "speargun"
|
||||
w_class = 4
|
||||
origin_tech = "combat=4;engineering=4"
|
||||
force = 10
|
||||
can_suppress = 0
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/speargun
|
||||
fire_sound = 'sound/weapons/grenadelaunch.ogg'
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
select = 0
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/speargun/update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/speargun/attack_self()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/speargun/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/speargun/attackby(obj/item/A, mob/user, params)
|
||||
var/num_loaded = magazine.attackby(A, user, params, 1)
|
||||
if(num_loaded)
|
||||
user << "<span class='notice'>You load [num_loaded] spear\s into \the [src].</span>"
|
||||
update_icon()
|
||||
chamber_round()
|
||||
58
code/modules/projectiles/guns/projectile/pistol.dm
Normal file
58
code/modules/projectiles/guns/projectile/pistol.dm
Normal file
@@ -0,0 +1,58 @@
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol
|
||||
name = "stechkin pistol"
|
||||
desc = "A small, easily concealable 10mm handgun. Has a threaded barrel for suppressors."
|
||||
icon_state = "pistol"
|
||||
w_class = 2
|
||||
origin_tech = "combat=3;materials=2;syndicate=4"
|
||||
mag_type = /obj/item/ammo_box/magazine/m10mm
|
||||
can_suppress = 1
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/m1911
|
||||
name = "\improper M1911"
|
||||
desc = "A classic .45 handgun with a small magazine capacity."
|
||||
icon_state = "m1911"
|
||||
w_class = 3
|
||||
mag_type = /obj/item/ammo_box/magazine/m45
|
||||
can_suppress = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/deagle
|
||||
name = "desert eagle"
|
||||
desc = "A robust .50 AE handgun."
|
||||
icon_state = "deagle"
|
||||
force = 14
|
||||
mag_type = /obj/item/ammo_box/magazine/m50
|
||||
can_suppress = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)][magazine ? "" : "-e"]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/gold
|
||||
desc = "A gold plated desert eagle folded over a million times by superior martian gunsmiths. Uses .50 AE ammo."
|
||||
icon_state = "deagleg"
|
||||
item_state = "deagleg"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/deagle/camo
|
||||
desc = "A Deagle brand Deagle for operators operating operationally. Uses .50 AE ammo."
|
||||
icon_state = "deaglecamo"
|
||||
item_state = "deagleg"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/pistol/APS
|
||||
name = "stechkin APS pistol"
|
||||
desc = "The original russian version of a widely used Syndicate sidearm. Uses 9mm ammo."
|
||||
icon_state = "aps"
|
||||
w_class = 3
|
||||
origin_tech = "combat=3;materials=2;syndicate=3"
|
||||
mag_type = /obj/item/ammo_box/magazine/pistolm9mm
|
||||
can_suppress = 0
|
||||
burst_size = 3
|
||||
fire_delay = 2
|
||||
actions_types = list(/datum/action/item_action/toggle_firemode)
|
||||
373
code/modules/projectiles/guns/projectile/revolver.dm
Normal file
373
code/modules/projectiles/guns/projectile/revolver.dm
Normal file
@@ -0,0 +1,373 @@
|
||||
/obj/item/weapon/gun/projectile/revolver
|
||||
name = "\improper .357 revolver"
|
||||
desc = "A suspicious revolver. Uses .357 ammo." //usually used by syndicates
|
||||
icon_state = "revolver"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/cylinder
|
||||
origin_tech = "combat=3;materials=2"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/New()
|
||||
..()
|
||||
if(!istype(magazine, /obj/item/ammo_box/magazine/internal/cylinder))
|
||||
verbs -= /obj/item/weapon/gun/projectile/revolver/verb/spin
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/chamber_round(var/spin = 1)
|
||||
if(spin)
|
||||
chambered = magazine.get_round(1)
|
||||
else
|
||||
chambered = magazine.stored_ammo[1]
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/shoot_with_empty_chamber(mob/living/user as mob|obj)
|
||||
..()
|
||||
chamber_round(1)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/process_chamber()
|
||||
return ..(0, 1)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/attackby(obj/item/A, mob/user, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
var/num_loaded = magazine.attackby(A, user, params, 1)
|
||||
if(num_loaded)
|
||||
user << "<span class='notice'>You load [num_loaded] shell\s into \the [src].</span>"
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
chamber_round(0)
|
||||
|
||||
if(unique_rename)
|
||||
if(istype(A, /obj/item/weapon/pen))
|
||||
rename_gun(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/attack_self(mob/living/user)
|
||||
var/num_unloaded = 0
|
||||
chambered = null
|
||||
while (get_ammo() > 0)
|
||||
var/obj/item/ammo_casing/CB
|
||||
CB = magazine.get_round(0)
|
||||
if(CB)
|
||||
CB.loc = get_turf(src.loc)
|
||||
CB.SpinAnimation(10, 1)
|
||||
CB.update_icon()
|
||||
num_unloaded++
|
||||
if (num_unloaded)
|
||||
user << "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>"
|
||||
else
|
||||
user << "<span class='warning'>[src] is empty!</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/verb/spin()
|
||||
set name = "Spin Chamber"
|
||||
set category = "Object"
|
||||
set desc = "Click to spin your revolver's chamber."
|
||||
|
||||
var/mob/M = usr
|
||||
|
||||
if(M.stat || !in_range(M,src))
|
||||
return
|
||||
|
||||
if(istype(magazine, /obj/item/ammo_box/magazine/internal/cylinder))
|
||||
var/obj/item/ammo_box/magazine/internal/cylinder/C = magazine
|
||||
C.spin()
|
||||
chamber_round(0)
|
||||
usr.visible_message("[usr] spins [src]'s chamber.", "<span class='notice'>You spin [src]'s chamber.</span>")
|
||||
else
|
||||
verbs -= /obj/item/weapon/gun/projectile/revolver/verb/spin
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/can_shoot()
|
||||
return get_ammo(0,0)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/get_ammo(countchambered = 0, countempties = 1)
|
||||
var/boolets = 0 //mature var names for mature people
|
||||
if (chambered && countchambered)
|
||||
boolets++
|
||||
if (magazine)
|
||||
boolets += magazine.ammo_count(countempties)
|
||||
return boolets
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/examine(mob/user)
|
||||
..()
|
||||
user << "[get_ammo(0,0)] of those are live rounds."
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective
|
||||
name = "\improper .38 Mars Special"
|
||||
desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
|
||||
icon_state = "detective"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev38
|
||||
unique_rename = 1
|
||||
unique_reskin = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/New()
|
||||
..()
|
||||
options["Default"] = "detective"
|
||||
options["Leopard Spots"] = "detective_leopard"
|
||||
options["Black Panther"] = "detective_panther"
|
||||
options["Gold Trim"] = "detective_gold"
|
||||
options["The Peacemaker"] = "detective_peacemaker"
|
||||
options["Cancel"] = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, message = 1, params, zone_override = "")
|
||||
if(magazine.caliber != initial(magazine.caliber))
|
||||
if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user << "<span class='userdanger'>[src] blows up in your face!</span>"
|
||||
user.take_organ_damage(0,20)
|
||||
user.unEquip(src)
|
||||
return 0
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/detective/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/weapon/screwdriver))
|
||||
if(magazine.caliber == "38")
|
||||
user << "<span class='notice'>You begin to reinforce the barrel of [src]...</span>"
|
||||
if(magazine.ammo_count())
|
||||
afterattack(user, user) //you know the drill
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='userdanger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30/A.toolspeed, target = src))
|
||||
if(magazine.ammo_count())
|
||||
user << "<span class='warning'>You can't modify it!</span>"
|
||||
return
|
||||
magazine.caliber = "357"
|
||||
desc = "The barrel and chamber assembly seems to have been modified."
|
||||
user << "<span class='notice'>You reinforce the barrel of [src]. Now it will fire .357 rounds.</span>"
|
||||
else
|
||||
user << "<span class='notice'>You begin to revert the modifications to [src]...</span>"
|
||||
if(magazine.ammo_count())
|
||||
afterattack(user, user) //and again
|
||||
user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='userdanger'>[src] goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30/A.toolspeed, target = src))
|
||||
if(magazine.ammo_count())
|
||||
user << "<span class='warning'>You can't modify it!</span>"
|
||||
return
|
||||
magazine.caliber = "38"
|
||||
desc = initial(desc)
|
||||
user << "<span class='notice'>You remove the modifications on [src]. Now it will fire .38 rounds.</span>"
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/mateba
|
||||
name = "\improper Unica 6 auto-revolver"
|
||||
desc = "A retro high-powered autorevolver typically used by officers of the New Russia military. Uses .357 ammo."
|
||||
icon_state = "mateba"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/golden
|
||||
name = "\improper Golden revolver"
|
||||
desc = "This ain't no game, ain't never been no show, And I'll gladly gun down the oldest lady you know. Uses .357 ammo."
|
||||
icon_state = "goldrevolver"
|
||||
fire_sound = 'sound/weapons/resonator_blast.ogg'
|
||||
recoil = 8
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/nagant
|
||||
name = "nagant revolver"
|
||||
desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
|
||||
icon_state = "nagant"
|
||||
origin_tech = "combat=3"
|
||||
can_suppress = 1
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev762
|
||||
|
||||
|
||||
// A gun to play Russian Roulette!
|
||||
// You can spin the chamber to randomize the position of the bullet.
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian
|
||||
name = "\improper russian revolver"
|
||||
desc = "A Russian-made revolver for drinking games. Uses .357 ammo, and has a mechanism requiring you to spin the chamber before each trigger pull."
|
||||
origin_tech = "combat=2;materials=2"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/rus357
|
||||
var/spun = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/New()
|
||||
..()
|
||||
Spin()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/proc/Spin()
|
||||
chambered = null
|
||||
var/random = rand(1, magazine.max_ammo)
|
||||
if(random <= get_ammo(0,0))
|
||||
chamber_round()
|
||||
spun = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/attackby(obj/item/A, mob/user, params)
|
||||
var/num_loaded = ..()
|
||||
if(num_loaded)
|
||||
user.visible_message("[user] loads a single bullet into the revolver and spins the chamber.", "<span class='notice'>You load a single bullet into the chamber and spin it.</span>")
|
||||
else
|
||||
user.visible_message("[user] spins the chamber of the revolver.", "<span class='notice'>You spin the revolver's chamber.</span>")
|
||||
if(get_ammo() > 0)
|
||||
Spin()
|
||||
update_icon()
|
||||
A.update_icon()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/attack_self(mob/user)
|
||||
if(!spun && can_shoot())
|
||||
user.visible_message("[user] spins the chamber of the revolver.", "<span class='notice'>You spin the revolver's chamber.</span>")
|
||||
Spin()
|
||||
else
|
||||
var/num_unloaded = 0
|
||||
while (get_ammo() > 0)
|
||||
var/obj/item/ammo_casing/CB
|
||||
CB = magazine.get_round()
|
||||
chambered = null
|
||||
CB.loc = get_turf(src.loc)
|
||||
CB.update_icon()
|
||||
num_unloaded++
|
||||
if (num_unloaded)
|
||||
user << "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>"
|
||||
else
|
||||
user << "<span class='notice'>[src] is empty.</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params)
|
||||
if(flag)
|
||||
if(!(target in user.contents) && ismob(target))
|
||||
if(user.a_intent == "harm") // Flogging action
|
||||
return
|
||||
|
||||
if(isliving(user))
|
||||
if(!can_trigger_gun(user))
|
||||
return
|
||||
if(target != user)
|
||||
if(ismob(target))
|
||||
user << "<span class='warning'>A mechanism prevents you from shooting anyone but yourself!</span>"
|
||||
return
|
||||
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/H = user
|
||||
if(!spun)
|
||||
user << "<span class='warning'>You need to spin the revolver's chamber first!</span>"
|
||||
return
|
||||
|
||||
spun = 0
|
||||
|
||||
if(chambered)
|
||||
var/obj/item/ammo_casing/AC = chambered
|
||||
if(AC.fire(user, user))
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
var/zone = check_zone(user.zone_selected)
|
||||
var/obj/item/bodypart/affecting = H.get_bodypart(zone)
|
||||
if(zone == "head" || zone == "eyes" || zone == "mouth")
|
||||
shoot_self(user, affecting)
|
||||
else
|
||||
user.visible_message("<span class='danger'>[user.name] cowardly fires [src] at \his [affecting.name]!</span>", "<span class='userdanger'>You cowardly fire [src] at your [affecting.name]!</span>", "<span class='italics'>You hear a gunshot!</span>")
|
||||
return
|
||||
|
||||
user.visible_message("<span class='danger'>*click*</span>")
|
||||
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/proc/shoot_self(mob/living/carbon/human/user, affecting = "head")
|
||||
user.apply_damage(300, BRUTE, affecting)
|
||||
user.visible_message("<span class='danger'>[user.name] fires [src] at \his head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/soul
|
||||
name = "cursed russian revolver"
|
||||
desc = "To play with this revolver requires wagering your very soul."
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/russian/soul/shoot_self(mob/living/user)
|
||||
..()
|
||||
var/obj/item/device/soulstone/anybody/SS = new /obj/item/device/soulstone/anybody(get_turf(src))
|
||||
if(!SS.transfer_soul("FORCE", user)) //Something went wrong
|
||||
qdel(SS)
|
||||
return
|
||||
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfiet!</span>")
|
||||
|
||||
|
||||
|
||||
/////////////////////////////
|
||||
// DOUBLE BARRELED SHOTGUN //
|
||||
/////////////////////////////
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel
|
||||
name = "double-barreled shotgun"
|
||||
desc = "A true classic."
|
||||
icon_state = "dshotgun"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
|
||||
sawn_desc = "Omar's coming!"
|
||||
unique_rename = 1
|
||||
unique_reskin = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/New()
|
||||
..()
|
||||
options["Default"] = "dshotgun"
|
||||
options["Dark Red Finish"] = "dshotgun-d"
|
||||
options["Ash"] = "dshotgun-f"
|
||||
options["Faded Grey"] = "dshotgun-g"
|
||||
options["Maple"] = "dshotgun-l"
|
||||
options["Rosewood"] = "dshotgun-p"
|
||||
options["Cancel"] = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
|
||||
chamber_round()
|
||||
if(istype(A, /obj/item/weapon/melee/energy))
|
||||
var/obj/item/weapon/melee/energy/W = A
|
||||
if(W.active)
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attack_self(mob/living/user)
|
||||
var/num_unloaded = 0
|
||||
while (get_ammo() > 0)
|
||||
var/obj/item/ammo_casing/CB
|
||||
CB = magazine.get_round(0)
|
||||
chambered = null
|
||||
CB.loc = get_turf(src.loc)
|
||||
CB.update_icon()
|
||||
num_unloaded++
|
||||
if (num_unloaded)
|
||||
user << "<span class='notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>"
|
||||
else
|
||||
user << "<span class='warning'>[src] is empty!</span>"
|
||||
|
||||
|
||||
|
||||
|
||||
// IMPROVISED SHOTGUN //
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised
|
||||
name = "improvised shotgun"
|
||||
desc = "Essentially a tube that aims shotgun shells."
|
||||
icon_state = "ishotgun"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
slot_flags = null
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
|
||||
sawn_desc = "I'm just here for the gasoline."
|
||||
unique_rename = 0
|
||||
unique_reskin = 0
|
||||
var/slung = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/stack/cable_coil) && !sawn_state)
|
||||
var/obj/item/stack/cable_coil/C = A
|
||||
if(C.use(10))
|
||||
slot_flags = SLOT_BACK
|
||||
user << "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>"
|
||||
slung = 1
|
||||
update_icon()
|
||||
else
|
||||
user << "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/update_icon()
|
||||
..()
|
||||
if(slung)
|
||||
icon_state += "sling"
|
||||
|
||||
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/sawoff(mob/user)
|
||||
. = ..()
|
||||
if(. && slung) //sawing off the gun removes the sling
|
||||
new /obj/item/stack/cable_coil(get_turf(src), 10)
|
||||
slung = 0
|
||||
update_icon()
|
||||
212
code/modules/projectiles/guns/projectile/shotgun.dm
Normal file
212
code/modules/projectiles/guns/projectile/shotgun.dm
Normal file
@@ -0,0 +1,212 @@
|
||||
/obj/item/weapon/gun/projectile/shotgun
|
||||
name = "shotgun"
|
||||
desc = "A traditional shotgun with wood furniture and a four-shell capacity underneath."
|
||||
icon_state = "shotgun"
|
||||
item_state = "shotgun"
|
||||
w_class = 4
|
||||
force = 10
|
||||
flags = CONDUCT
|
||||
slot_flags = SLOT_BACK
|
||||
origin_tech = "combat=4;materials=2"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot
|
||||
var/recentpump = 0 // to prevent spammage
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/attackby(obj/item/A, mob/user, params)
|
||||
. = ..()
|
||||
if(.)
|
||||
return
|
||||
var/num_loaded = magazine.attackby(A, user, params, 1)
|
||||
if(num_loaded)
|
||||
user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/process_chamber()
|
||||
return ..(0, 0)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/chamber_round()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/can_shoot()
|
||||
if(!chambered)
|
||||
return 0
|
||||
return (chambered.BB ? 1 : 0)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/attack_self(mob/living/user)
|
||||
if(recentpump)
|
||||
return
|
||||
pump(user)
|
||||
recentpump = 1
|
||||
spawn(10)
|
||||
recentpump = 0
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/blow_up(mob/user)
|
||||
. = 0
|
||||
if(chambered && chambered.BB)
|
||||
process_fire(user, user,0)
|
||||
. = 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/proc/pump(mob/M)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
pump_unload(M)
|
||||
pump_reload(M)
|
||||
update_icon() //I.E. fix the desc
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/proc/pump_unload(mob/M)
|
||||
if(chambered)//We have a shell in the chamber
|
||||
chambered.loc = get_turf(src)//Eject casing
|
||||
chambered.SpinAnimation(5, 1)
|
||||
chambered = null
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/proc/pump_reload(mob/M)
|
||||
if(!magazine.ammo_count())
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = magazine.get_round() //load next casing.
|
||||
chambered = AC
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/examine(mob/user)
|
||||
..()
|
||||
if (chambered)
|
||||
user << "A [chambered.BB ? "live" : "spent"] one is in the chamber."
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/lethal
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/lethal
|
||||
|
||||
// RIOT SHOTGUN //
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/riot //for spawn in the armory
|
||||
name = "riot shotgun"
|
||||
desc = "A sturdy shotgun with a longer magazine and a fixed tactical stock designed for non-lethal riot control."
|
||||
icon_state = "riotshotgun"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/riot
|
||||
sawn_desc = "Come with me if you want to live."
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/riot/attackby(obj/item/A, mob/user, params)
|
||||
..()
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/gun/energy/plasmacutter))
|
||||
sawoff(user)
|
||||
if(istype(A, /obj/item/weapon/melee/energy))
|
||||
var/obj/item/weapon/melee/energy/W = A
|
||||
if(W.active)
|
||||
sawoff(user)
|
||||
|
||||
///////////////////////
|
||||
// BOLT ACTION RIFLE //
|
||||
///////////////////////
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction
|
||||
name = "\improper Mosin Nagant"
|
||||
desc = "This piece of junk looks like something that could have been used 700 years ago. It feels slightly moist."
|
||||
icon_state = "moistnugget"
|
||||
item_state = "moistnugget"
|
||||
slot_flags = 0 //no SLOT_BACK sprite, alas
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/boltaction
|
||||
var/bolt_open = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/pump(mob/M)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
if(bolt_open)
|
||||
pump_reload(M)
|
||||
else
|
||||
pump_unload(M)
|
||||
bolt_open = !bolt_open
|
||||
update_icon() //I.E. fix the desc
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/attackby(obj/item/A, mob/user, params)
|
||||
if(!bolt_open)
|
||||
user << "<span class='notice'>The bolt is closed!</span>"
|
||||
return
|
||||
. = ..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/examine(mob/user)
|
||||
..()
|
||||
user << "The bolt is [bolt_open ? "open" : "closed"]."
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted
|
||||
name = "enchanted bolt action rifle"
|
||||
desc = "Careful not to lose your head."
|
||||
var/guns_left = 30
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/New()
|
||||
..()
|
||||
bolt_open = 1
|
||||
pump()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/dropped()
|
||||
..()
|
||||
guns_left = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/shoot_live_shot(mob/living/user as mob|obj, pointblank = 0, mob/pbtarget = null, message = 1)
|
||||
..()
|
||||
if(guns_left)
|
||||
var/obj/item/weapon/gun/projectile/shotgun/boltaction/enchanted/GUN = new
|
||||
GUN.guns_left = src.guns_left - 1
|
||||
user.drop_item()
|
||||
user.swap_hand()
|
||||
user.put_in_hands(GUN)
|
||||
else
|
||||
user.drop_item()
|
||||
src.throw_at_fast(pick(oview(7,get_turf(user))),1,1)
|
||||
user.visible_message("<span class='warning'>[user] tosses aside the spent rifle!</span>")
|
||||
|
||||
// Automatic Shotguns//
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/shoot_live_shot(mob/living/user as mob|obj)
|
||||
..()
|
||||
src.pump(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/combat
|
||||
name = "combat shotgun"
|
||||
desc = "A semi automatic shotgun with tactical furniture and a six-shell capacity underneath."
|
||||
icon_state = "cshotgun"
|
||||
origin_tech = "combat=6"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/com
|
||||
w_class = 5
|
||||
|
||||
//Dual Feed Shotgun
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/dual_tube
|
||||
name = "cycler shotgun"
|
||||
desc = "An advanced shotgun with two separate magazine tubes, allowing you to quickly toggle between ammo types."
|
||||
icon_state = "cycler"
|
||||
origin_tech = "combat=4;materials=2"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/tube
|
||||
w_class = 5
|
||||
var/toggled = 0
|
||||
var/obj/item/ammo_box/magazine/internal/shot/alternate_magazine
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/dual_tube/New()
|
||||
..()
|
||||
if (!alternate_magazine)
|
||||
alternate_magazine = new mag_type(src)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/dual_tube/attack_self(mob/living/user)
|
||||
if(!chambered && magazine.contents.len)
|
||||
pump()
|
||||
else
|
||||
toggle_tube(user)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/dual_tube/proc/toggle_tube(mob/living/user)
|
||||
var/current_mag = magazine
|
||||
var/alt_mag = alternate_magazine
|
||||
magazine = alt_mag
|
||||
alternate_magazine = current_mag
|
||||
toggled = !toggled
|
||||
if(toggled)
|
||||
user << "You switch to tube B."
|
||||
else
|
||||
user << "You switch to tube A."
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/automatic/dual_tube/AltClick(mob/living/user)
|
||||
if(user.incapacitated() || !Adjacent(user) || !istype(user))
|
||||
return
|
||||
pump()
|
||||
|
||||
|
||||
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
|
||||
108
code/modules/projectiles/guns/projectile/toy.dm
Normal file
108
code/modules/projectiles/guns/projectile/toy.dm
Normal file
@@ -0,0 +1,108 @@
|
||||
/obj/item/weapon/gun/projectile/automatic/toy
|
||||
name = "foam force SMG"
|
||||
desc = "A prototype three-round burst toy submachine gun. Ages 8 and up."
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "saber"
|
||||
item_state = "gun"
|
||||
mag_type = /obj/item/ammo_box/magazine/toy/smg
|
||||
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
|
||||
force = 0
|
||||
throwforce = 0
|
||||
burst_size = 3
|
||||
can_suppress = 0
|
||||
clumsy_check = 0
|
||||
needs_permit = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol
|
||||
name = "foam force pistol"
|
||||
desc = "A small, easily concealable toy handgun. Ages 8 and up."
|
||||
icon_state = "pistol"
|
||||
w_class = 2
|
||||
mag_type = /obj/item/ammo_box/magazine/toy/pistol
|
||||
fire_sound = 'sound/weapons/Gunshot.ogg'
|
||||
can_suppress = 0
|
||||
burst_size = 1
|
||||
fire_delay = 0
|
||||
actions_types = list()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol/update_icon()
|
||||
..()
|
||||
icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot
|
||||
mag_type = /obj/item/ammo_box/magazine/toy/pistol/riot
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot/New()
|
||||
magazine = new /obj/item/ammo_box/magazine/toy/pistol/riot(src)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/toy/pistol/riot/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/toy
|
||||
name = "foam force shotgun"
|
||||
desc = "A toy shotgun with wood furniture and a four-shell capacity underneath. Ages 8 and up."
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
force = 0
|
||||
throwforce = 0
|
||||
origin_tech = null
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy
|
||||
clumsy_check = 0
|
||||
needs_permit = 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/toy/process_chamber()
|
||||
..()
|
||||
if(chambered && !chambered.BB)
|
||||
qdel(chambered)
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/toy/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/toy/crossbow
|
||||
name = "foam force crossbow"
|
||||
desc = "A weapon favored by many overactive children. Ages 8 and up."
|
||||
icon = 'icons/obj/toy.dmi'
|
||||
icon_state = "foamcrossbow"
|
||||
item_state = "crossbow"
|
||||
mag_type = /obj/item/ammo_box/magazine/internal/shot/toy/crossbow
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
slot_flags = SLOT_BELT
|
||||
w_class = 2
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/toy
|
||||
name = "donksoft SMG"
|
||||
desc = "A bullpup two-round burst toy SMG, designated 'C-20r'. Ages 8 and up."
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
can_suppress = 0
|
||||
needs_permit = 0
|
||||
mag_type = /obj/item/ammo_box/magazine/toy/smgm45
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/c20r/toy/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy
|
||||
name = "donksoft LMG"
|
||||
desc = "A heavily modified toy light machine gun, designated 'L6 SAW'. Ages 8 and up."
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
can_suppress = 0
|
||||
needs_permit = 0
|
||||
mag_type = /obj/item/ammo_box/magazine/toy/m762
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy/process_chamber(eject_casing = 0, empty_chamber = 1)
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/projectile/automatic/l6_saw/toy/unrestricted
|
||||
pin = /obj/item/device/firing_pin
|
||||
93
code/modules/projectiles/guns/syringe_gun.dm
Normal file
93
code/modules/projectiles/guns/syringe_gun.dm
Normal file
@@ -0,0 +1,93 @@
|
||||
/obj/item/weapon/gun/syringe
|
||||
name = "syringe gun"
|
||||
desc = "A spring loaded rifle designed to fit syringes, used to incapacitate unruly patients from a distance."
|
||||
icon_state = "syringegun"
|
||||
item_state = "syringegun"
|
||||
w_class = 3
|
||||
throw_speed = 3
|
||||
throw_range = 7
|
||||
force = 4
|
||||
materials = list(MAT_METAL=2000)
|
||||
origin_tech = "combat=2;biotech=3"
|
||||
clumsy_check = 0
|
||||
fire_sound = 'sound/items/syringeproj.ogg'
|
||||
var/list/syringes = list()
|
||||
var/max_syringes = 1
|
||||
|
||||
/obj/item/weapon/gun/syringe/New()
|
||||
..()
|
||||
chambered = new /obj/item/ammo_casing/syringegun(src)
|
||||
|
||||
/obj/item/weapon/gun/syringe/newshot()
|
||||
if(!syringes.len) return
|
||||
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = syringes[1]
|
||||
|
||||
if(!S) return
|
||||
|
||||
chambered.BB = new S.projectile_type (src)
|
||||
|
||||
S.reagents.trans_to(chambered.BB, S.reagents.total_volume)
|
||||
chambered.BB.name = S.name
|
||||
syringes.Remove(S)
|
||||
|
||||
qdel(S)
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/syringe/process_chamber()
|
||||
return
|
||||
|
||||
/obj/item/weapon/gun/syringe/afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, params)
|
||||
if(target == loc)
|
||||
return
|
||||
newshot()
|
||||
..()
|
||||
|
||||
/obj/item/weapon/gun/syringe/examine(mob/user)
|
||||
..()
|
||||
user << "Can hold [max_syringes] syringe\s. Has [syringes.len] syringe\s remaining."
|
||||
|
||||
/obj/item/weapon/gun/syringe/attack_self(mob/living/user)
|
||||
if(!syringes.len)
|
||||
user << "<span class='warning'>[src] is empty!</span>"
|
||||
return 0
|
||||
|
||||
var/obj/item/weapon/reagent_containers/syringe/S = syringes[syringes.len]
|
||||
|
||||
if(!S) return 0
|
||||
S.loc = user.loc
|
||||
|
||||
syringes.Remove(S)
|
||||
user << "<span class='notice'>You unload [S] from \the [src].</span>"
|
||||
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/syringe/attackby(obj/item/A, mob/user, params, show_msg = 1)
|
||||
if(istype(A, /obj/item/weapon/reagent_containers/syringe))
|
||||
if(syringes.len < max_syringes)
|
||||
if(!user.unEquip(A))
|
||||
return
|
||||
user << "<span class='notice'>You load [A] into \the [src].</span>"
|
||||
syringes.Add(A)
|
||||
A.loc = src
|
||||
return 1
|
||||
else
|
||||
usr << "<span class='warning'>[src] cannot hold more syringes!</span>"
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/syringe/rapidsyringe
|
||||
name = "rapid syringe gun"
|
||||
desc = "A modification of the syringe gun design, using a rotating cylinder to store up to six syringes."
|
||||
icon_state = "rapidsyringegun"
|
||||
max_syringes = 6
|
||||
|
||||
/obj/item/weapon/gun/syringe/syndicate
|
||||
name = "dart pistol"
|
||||
desc = "A small spring-loaded sidearm that functions identically to a syringe gun."
|
||||
icon_state = "syringe_pistol"
|
||||
item_state = "gun" //Smaller inhand
|
||||
w_class = 2
|
||||
origin_tech = "combat=2;syndicate=2;biotech=3"
|
||||
force = 2 //Also very weak because it's smaller
|
||||
suppressed = 1 //Softer fire sound
|
||||
can_unsuppress = 0 //Permanently silenced
|
||||
219
code/modules/projectiles/pins.dm
Normal file
219
code/modules/projectiles/pins.dm
Normal file
@@ -0,0 +1,219 @@
|
||||
/obj/item/device/firing_pin
|
||||
name = "electronic firing pin"
|
||||
desc = "A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one."
|
||||
icon = 'icons/obj/device.dmi'
|
||||
icon_state = "firing_pin"
|
||||
item_state = "pen"
|
||||
origin_tech = "materials=2;combat=4"
|
||||
flags = CONDUCT
|
||||
w_class = 1
|
||||
attack_verb = list("poked")
|
||||
var/emagged = 0
|
||||
var/fail_message = "<span class='warning'>INVALID USER.</span>"
|
||||
var/selfdestruct = 0 // Explode when user check is failed.
|
||||
var/force_replace = 0 // Can forcefully replace other pins.
|
||||
var/pin_removeable = 0 // Can be replaced by any pin.
|
||||
var/obj/item/weapon/gun/gun
|
||||
|
||||
|
||||
/obj/item/device/firing_pin/New(newloc)
|
||||
..()
|
||||
if(istype(newloc, /obj/item/weapon/gun))
|
||||
gun = newloc
|
||||
|
||||
/obj/item/device/firing_pin/afterattack(atom/target, mob/user, proximity_flag)
|
||||
if(proximity_flag)
|
||||
if(istype(target, /obj/item/weapon/gun))
|
||||
var/obj/item/weapon/gun/G = target
|
||||
if(G.pin && (force_replace || G.pin.pin_removeable))
|
||||
G.pin.loc = get_turf(G)
|
||||
G.pin.gun_remove(user)
|
||||
user << "<span class ='notice'>You remove [G]'s old pin.</span>"
|
||||
|
||||
if(!G.pin)
|
||||
if(!user.unEquip(src))
|
||||
return
|
||||
gun_insert(user, G)
|
||||
user << "<span class ='notice'>You insert [src] into [G].</span>"
|
||||
else
|
||||
user << "<span class ='notice'>This firearm already has a firing pin installed.</span>"
|
||||
|
||||
/obj/item/device/firing_pin/emag_act(mob/user)
|
||||
if(!emagged)
|
||||
emagged = 1
|
||||
user << "<span class='notice'>You override the authentication mechanism.</span>"
|
||||
|
||||
/obj/item/device/firing_pin/proc/gun_insert(mob/living/user, obj/item/weapon/gun/G)
|
||||
gun = G
|
||||
loc = gun
|
||||
gun.pin = src
|
||||
return
|
||||
|
||||
/obj/item/device/firing_pin/proc/gun_remove(mob/living/user)
|
||||
gun.pin = null
|
||||
gun = null
|
||||
return
|
||||
|
||||
/obj/item/device/firing_pin/proc/pin_auth(mob/living/user)
|
||||
return 1
|
||||
|
||||
/obj/item/device/firing_pin/proc/auth_fail(mob/living/user)
|
||||
user.show_message(fail_message, 1)
|
||||
if(selfdestruct)
|
||||
user.show_message("<span class='danger'>SELF-DESTRUCTING...</span><br>", 1)
|
||||
user << "<span class='userdanger'>[gun] explodes!</span>"
|
||||
explosion(get_turf(gun), -1, 0, 2, 3)
|
||||
if(gun)
|
||||
qdel(gun)
|
||||
|
||||
|
||||
|
||||
/obj/item/device/firing_pin/magic
|
||||
name = "magic crystal shard"
|
||||
desc = "A small enchanted shard which allows magical weapons to fire."
|
||||
|
||||
|
||||
// Test pin, works only near firing range.
|
||||
/obj/item/device/firing_pin/test_range
|
||||
name = "test-range firing pin"
|
||||
desc = "This safety firing pin allows weapons to be fired within proximity to a firing range."
|
||||
fail_message = "<span class='warning'>TEST RANGE CHECK FAILED.</span>"
|
||||
pin_removeable = 1
|
||||
origin_tech = "combat=2;materials=2"
|
||||
|
||||
/obj/item/device/firing_pin/test_range/pin_auth(mob/living/user)
|
||||
for(var/obj/machinery/magnetic_controller/M in range(user, 3))
|
||||
return 1
|
||||
return 0
|
||||
|
||||
|
||||
// Implant pin, checks for implant
|
||||
/obj/item/device/firing_pin/implant
|
||||
name = "implant-keyed firing pin"
|
||||
desc = "This is a security firing pin which only authorizes users who are implanted with a certain device."
|
||||
fail_message = "<span class='warning'>IMPLANT CHECK FAILED.</span>"
|
||||
var/obj/item/weapon/implant/req_implant = null
|
||||
|
||||
/obj/item/device/firing_pin/implant/pin_auth(mob/living/user)
|
||||
for(var/obj/item/weapon/implant/I in user)
|
||||
if(req_implant && I.imp_in == user && I.type == req_implant)
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/device/firing_pin/implant/mindshield
|
||||
name = "mindshield firing pin"
|
||||
desc = "This Security firing pin authorizes the weapon for only mindshield-implanted users."
|
||||
icon_state = "firing_pin_loyalty"
|
||||
req_implant = /obj/item/weapon/implant/mindshield
|
||||
|
||||
/obj/item/device/firing_pin/implant/pindicate
|
||||
name = "syndicate firing pin"
|
||||
icon_state = "firing_pin_pindi"
|
||||
req_implant = /obj/item/weapon/implant/weapons_auth
|
||||
|
||||
|
||||
|
||||
// Honk pin, clown's joke item.
|
||||
// Can replace other pins. Replace a pin in cap's laser for extra fun!
|
||||
/obj/item/device/firing_pin/clown
|
||||
name = "hilarious firing pin"
|
||||
desc = "Advanced clowntech that can convert any firearm into a far more useful object."
|
||||
color = "yellow"
|
||||
fail_message = "<span class='warning'>HONK!</span>"
|
||||
force_replace = 1
|
||||
|
||||
/obj/item/device/firing_pin/clown/pin_auth(mob/living/user)
|
||||
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
|
||||
return 0
|
||||
|
||||
// Ultra-honk pin, clown's deadly joke item.
|
||||
// A gun with ultra-honk pin is useful for clown and useless for everyone else.
|
||||
/obj/item/device/firing_pin/clown/ultra/pin_auth(mob/living/user)
|
||||
playsound(src.loc, 'sound/items/bikehorn.ogg', 50, 1)
|
||||
if(!(user.disabilities & CLUMSY) && !(user.mind && user.mind.assigned_role == "Clown"))
|
||||
return 0
|
||||
return 1
|
||||
|
||||
/obj/item/device/firing_pin/clown/ultra/gun_insert(mob/living/user, obj/item/weapon/gun/G)
|
||||
..()
|
||||
G.clumsy_check = 0
|
||||
|
||||
/obj/item/device/firing_pin/clown/ultra/gun_remove(mob/living/user)
|
||||
gun.clumsy_check = initial(gun.clumsy_check)
|
||||
..()
|
||||
|
||||
// Now two times deadlier!
|
||||
/obj/item/device/firing_pin/clown/ultra/selfdestruct
|
||||
desc = "Advanced clowntech that can convert any firearm into a far more useful object. It has a small nitrobananium charge on it."
|
||||
selfdestruct = 1
|
||||
|
||||
|
||||
// DNA-keyed pin.
|
||||
// When you want to keep your toys for youself.
|
||||
/obj/item/device/firing_pin/dna
|
||||
name = "DNA-keyed firing pin"
|
||||
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link."
|
||||
icon_state = "firing_pin_dna"
|
||||
fail_message = "<span class='warning'>DNA CHECK FAILED.</span>"
|
||||
var/unique_enzymes = null
|
||||
|
||||
/obj/item/device/firing_pin/dna/afterattack(atom/target, mob/user, proximity_flag)
|
||||
..()
|
||||
if(proximity_flag && iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(M.dna && M.dna.unique_enzymes)
|
||||
unique_enzymes = M.dna.unique_enzymes
|
||||
user << "<span class='notice'>DNA-LOCK SET.</span>"
|
||||
|
||||
/obj/item/device/firing_pin/dna/pin_auth(mob/living/carbon/user)
|
||||
if(istype(user) && user.dna && user.dna.unique_enzymes)
|
||||
if(user.dna.unique_enzymes == unique_enzymes)
|
||||
return 1
|
||||
|
||||
return 0
|
||||
|
||||
/obj/item/device/firing_pin/dna/auth_fail(mob/living/carbon/user)
|
||||
if(!unique_enzymes)
|
||||
if(istype(user) && user.dna && user.dna.unique_enzymes)
|
||||
unique_enzymes = user.dna.unique_enzymes
|
||||
user << "<span class='notice'>DNA-LOCK SET.</span>"
|
||||
else
|
||||
..()
|
||||
|
||||
/obj/item/device/firing_pin/dna/dredd
|
||||
desc = "This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link. It has a small explosive charge on it."
|
||||
selfdestruct = 1
|
||||
|
||||
|
||||
// Laser tag pins
|
||||
/obj/item/device/firing_pin/tag
|
||||
name = "laser tag firing pin"
|
||||
desc = "A recreational firing pin, used in laser tag units to ensure users have their vests on."
|
||||
fail_message = "<span class='warning'>SUIT CHECK FAILED.</span>"
|
||||
var/obj/item/clothing/suit/suit_requirement = null
|
||||
var/tagcolor = ""
|
||||
|
||||
/obj/item/device/firing_pin/tag/pin_auth(mob/living/user)
|
||||
if(ishuman(user))
|
||||
var/mob/living/carbon/human/M = user
|
||||
if(istype(M.wear_suit, suit_requirement))
|
||||
return 1
|
||||
user << "<span class='warning'>You need to be wearing [tagcolor] laser tag armor!</span>"
|
||||
return 0
|
||||
|
||||
/obj/item/device/firing_pin/tag/red
|
||||
name = "red laser tag firing pin"
|
||||
icon_state = "firing_pin_red"
|
||||
suit_requirement = /obj/item/clothing/suit/redtag
|
||||
tagcolor = "red"
|
||||
|
||||
/obj/item/device/firing_pin/tag/blue
|
||||
name = "blue laser tag firing pin"
|
||||
icon_state = "firing_pin_blue"
|
||||
suit_requirement = /obj/item/clothing/suit/bluetag
|
||||
tagcolor = "blue"
|
||||
|
||||
/obj/item/device/firing_pin/Destroy()
|
||||
if(gun)
|
||||
gun.pin = null
|
||||
return ..()
|
||||
221
code/modules/projectiles/projectile.dm
Normal file
221
code/modules/projectiles/projectile.dm
Normal file
@@ -0,0 +1,221 @@
|
||||
/obj/item/projectile
|
||||
name = "projectile"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "bullet"
|
||||
density = 0
|
||||
anchored = 1
|
||||
flags = ABSTRACT
|
||||
unacidable = 1
|
||||
pass_flags = PASSTABLE
|
||||
mouse_opacity = 0
|
||||
hitsound = 'sound/weapons/pierce.ogg'
|
||||
var/hitsound_wall = ""
|
||||
pressure_resistance = INFINITY
|
||||
burn_state = LAVA_PROOF
|
||||
var/def_zone = "" //Aiming at
|
||||
var/mob/firer = null//Who shot it
|
||||
var/obj/item/ammo_casing/ammo_casing = null
|
||||
var/suppressed = 0 //Attack message
|
||||
var/yo = null
|
||||
var/xo = null
|
||||
var/current = null
|
||||
var/atom/original = null // the original target clicked
|
||||
var/turf/starting = null // the projectile's starting turf
|
||||
var/list/permutated = list() // we've passed through these atoms, don't try to hit them again
|
||||
var/paused = FALSE //for suspending the projectile midair
|
||||
var/p_x = 16
|
||||
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
|
||||
var/speed = 1 //Amount of deciseconds it takes for projectile to travel
|
||||
var/Angle = 0
|
||||
var/spread = 0 //amount (in degrees) of projectile spread
|
||||
var/legacy = 0 //legacy projectile system
|
||||
animate_movement = 0 //Use SLIDE_STEPS in conjunction with legacy
|
||||
|
||||
var/damage = 10
|
||||
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
|
||||
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
|
||||
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
|
||||
var/projectile_type = "/obj/item/projectile"
|
||||
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
|
||||
//Effects
|
||||
var/stun = 0
|
||||
var/weaken = 0
|
||||
var/paralyze = 0
|
||||
var/irradiate = 0
|
||||
var/stutter = 0
|
||||
var/slur = 0
|
||||
var/eyeblur = 0
|
||||
var/drowsy = 0
|
||||
var/stamina = 0
|
||||
var/jitter = 0
|
||||
var/forcedodge = 0 //to pass through everything
|
||||
|
||||
/obj/item/projectile/New()
|
||||
permutated = list()
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/proc/Range()
|
||||
range--
|
||||
if(range <= 0 && loc)
|
||||
on_range()
|
||||
|
||||
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
if(!isliving(target))
|
||||
return 0
|
||||
var/mob/living/L = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
var/organ_hit_text = ""
|
||||
if(L.has_limbs)
|
||||
organ_hit_text = " in \the [parse_zone(def_zone)]"
|
||||
if(suppressed)
|
||||
playsound(loc, hitsound, 5, 1, -1)
|
||||
L << "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>"
|
||||
else
|
||||
if(hitsound)
|
||||
var/volume = vol_by_damage()
|
||||
playsound(loc, hitsound, volume, 1, -1)
|
||||
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
|
||||
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
|
||||
L.on_hit(type)
|
||||
|
||||
var/reagent_note
|
||||
if(reagents && reagents.reagent_list)
|
||||
reagent_note = " REAGENTS:"
|
||||
for(var/datum/reagent/R in reagents.reagent_list)
|
||||
reagent_note += R.id + " ("
|
||||
reagent_note += num2text(R.volume) + ") "
|
||||
|
||||
add_logs(firer, L, "shot", src, reagent_note)
|
||||
return L.apply_effects(stun, weaken, paralyze, irradiate, slur, stutter, eyeblur, drowsy, blocked, stamina, jitter)
|
||||
|
||||
/obj/item/projectile/proc/vol_by_damage()
|
||||
if(src.damage)
|
||||
return Clamp((src.damage) * 0.67, 30, 100)// Multiply projectile damage by 0.67, then clamp the value between 30 and 100
|
||||
else
|
||||
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
|
||||
|
||||
/obj/item/projectile/Bump(atom/A, yes)
|
||||
if(!yes) //prevents double bumps.
|
||||
return
|
||||
if(firer)
|
||||
if(A == firer || (A == firer.loc && istype(A, /obj/mecha))) //cannot shoot yourself or your mech
|
||||
loc = A.loc
|
||||
return 0
|
||||
|
||||
var/distance = get_dist(get_turf(A), starting) // Get the distance between the turf shot from and the mob we hit and use that for the calculations.
|
||||
def_zone = ran_zone(def_zone, max(100-(7*distance), 5)) //Lower accurancy/longer range tradeoff. 7 is a balanced number to use.
|
||||
|
||||
if(isturf(A) && hitsound_wall)
|
||||
var/volume = Clamp(vol_by_damage() + 20, 0, 100)
|
||||
if(suppressed)
|
||||
volume = 5
|
||||
playsound(loc, hitsound_wall, volume, 1, -1)
|
||||
|
||||
var/turf/target_turf = get_turf(A)
|
||||
|
||||
var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
|
||||
if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
|
||||
loc = target_turf
|
||||
if(A)
|
||||
permutated.Add(A)
|
||||
return 0
|
||||
else
|
||||
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
|
||||
var/list/mobs_list = list()
|
||||
for(var/mob/living/L in target_turf)
|
||||
mobs_list += L
|
||||
if(mobs_list.len)
|
||||
var/mob/living/picked_mob = pick(mobs_list)
|
||||
picked_mob.bullet_act(src, def_zone)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
|
||||
return 1 //Bullets don't drift in space
|
||||
|
||||
/obj/item/projectile/proc/fire(var/setAngle)
|
||||
if(setAngle)
|
||||
Angle = setAngle
|
||||
if(!legacy) //new projectiles
|
||||
set waitfor = 0
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
|
||||
if(!Angle)
|
||||
Angle=round(Get_Angle(src,current))
|
||||
if(spread)
|
||||
Angle += (rand() - 0.5) * spread
|
||||
var/matrix/M = new
|
||||
M.Turn(Angle)
|
||||
transform = M
|
||||
|
||||
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
|
||||
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
|
||||
var/pixel_x_offset = pixel_x + Pixel_x
|
||||
var/pixel_y_offset = pixel_y + Pixel_y
|
||||
var/new_x = x
|
||||
var/new_y = y
|
||||
|
||||
while(pixel_x_offset > 16)
|
||||
pixel_x_offset -= 32
|
||||
pixel_x -= 32
|
||||
new_x++// x++
|
||||
while(pixel_x_offset < -16)
|
||||
pixel_x_offset += 32
|
||||
pixel_x += 32
|
||||
new_x--
|
||||
|
||||
while(pixel_y_offset > 16)
|
||||
pixel_y_offset -= 32
|
||||
pixel_y -= 32
|
||||
new_y++
|
||||
while(pixel_y_offset < -16)
|
||||
pixel_y_offset += 32
|
||||
pixel_y += 32
|
||||
new_y--
|
||||
|
||||
speed = round(speed)
|
||||
step_towards(src, locate(new_x, new_y, z))
|
||||
if(speed <= 1)
|
||||
pixel_x = pixel_x_offset
|
||||
pixel_y = pixel_y_offset
|
||||
else
|
||||
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
|
||||
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(max(1, speed))
|
||||
else //old projectile system
|
||||
set waitfor = 0
|
||||
while(loc)
|
||||
if(!paused)
|
||||
if((!( current ) || loc == current))
|
||||
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
|
||||
step_towards(src, current)
|
||||
if(original && (original.layer>=2.75) || ismob(original))
|
||||
if(loc == get_turf(original))
|
||||
if(!(original in permutated))
|
||||
Bump(original, 1)
|
||||
Range()
|
||||
sleep(1)
|
||||
|
||||
|
||||
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
|
||||
..()
|
||||
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
|
||||
Bump(AM, 1)
|
||||
|
||||
/obj/item/projectile/Destroy()
|
||||
ammo_casing = null
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/proc/dumbfire(var/dir)
|
||||
current = get_ranged_target_turf(src, dir, world.maxx)
|
||||
fire()
|
||||
139
code/modules/projectiles/projectile/beams.dm
Normal file
139
code/modules/projectiles/projectile/beams.dm
Normal file
@@ -0,0 +1,139 @@
|
||||
/obj/item/projectile/beam
|
||||
name = "laser"
|
||||
icon_state = "laser"
|
||||
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
|
||||
damage = 20
|
||||
luminosity = 1
|
||||
damage_type = BURN
|
||||
hitsound = 'sound/weapons/sear.ogg'
|
||||
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
|
||||
flag = "laser"
|
||||
eyeblur = 2
|
||||
|
||||
/obj/item/projectile/beam/laser
|
||||
|
||||
/obj/item/projectile/beam/laser/heavylaser
|
||||
name = "heavy laser"
|
||||
icon_state = "heavylaser"
|
||||
damage = 40
|
||||
|
||||
/obj/item/projectile/beam/laser/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.IgniteMob()
|
||||
|
||||
/obj/item/projectile/beam/weak
|
||||
damage = 15
|
||||
armour_penetration = 50
|
||||
|
||||
/obj/item/projectile/beam/practice
|
||||
name = "practice laser"
|
||||
damage = 0
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/beam/scatter
|
||||
name = "laser pellet"
|
||||
icon_state = "scatterlaser"
|
||||
damage = 5
|
||||
|
||||
/obj/item/projectile/beam/xray
|
||||
name = "xray beam"
|
||||
icon_state = "xray"
|
||||
damage = 15
|
||||
irradiate = 30
|
||||
range = 15
|
||||
forcedodge = 1
|
||||
|
||||
/obj/item/projectile/beam/disabler
|
||||
name = "disabler beam"
|
||||
icon_state = "omnilaser"
|
||||
damage = 36
|
||||
damage_type = STAMINA
|
||||
flag = "energy"
|
||||
hitsound = 'sound/weapons/tap.ogg'
|
||||
eyeblur = 0
|
||||
|
||||
/obj/item/projectile/beam/pulse
|
||||
name = "pulse"
|
||||
icon_state = "u_laser"
|
||||
damage = 50
|
||||
luminosity = 2
|
||||
|
||||
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(istype(target,/turf/)||istype(target,/obj/structure/))
|
||||
target.ex_act(2)
|
||||
|
||||
/obj/item/projectile/beam/pulse/shot
|
||||
damage = 40
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy
|
||||
name = "heavy pulse laser"
|
||||
icon_state = "pulse1_bl"
|
||||
var/life = 20
|
||||
|
||||
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
life -= 10
|
||||
if(life > 0)
|
||||
. = -1
|
||||
..()
|
||||
|
||||
/obj/item/projectile/beam/emitter
|
||||
name = "emitter beam"
|
||||
icon_state = "emitter"
|
||||
damage = 30
|
||||
legacy = 1
|
||||
luminosity = 2
|
||||
animate_movement = SLIDE_STEPS
|
||||
|
||||
/obj/item/projectile/beam/emitter/singularity_pull()
|
||||
return //don't want the emitters to miss
|
||||
|
||||
/obj/item/projectile/beam/emitter/Destroy()
|
||||
..()
|
||||
return QDEL_HINT_PUTINPOOL
|
||||
|
||||
/obj/item/projectile/beam/lasertag
|
||||
name = "laser tag beam"
|
||||
icon_state = "omnilaser"
|
||||
hitsound = null
|
||||
damage = 0
|
||||
damage_type = STAMINA
|
||||
flag = "laser"
|
||||
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
|
||||
|
||||
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
if(istype(M.wear_suit))
|
||||
if(M.wear_suit.type in suit_types)
|
||||
M.adjustStaminaLoss(34)
|
||||
|
||||
/obj/item/projectile/beam/lasertag/redtag
|
||||
icon_state = "laser"
|
||||
suit_types = list(/obj/item/clothing/suit/bluetag)
|
||||
|
||||
/obj/item/projectile/beam/lasertag/bluetag
|
||||
icon_state = "bluelaser"
|
||||
suit_types = list(/obj/item/clothing/suit/redtag)
|
||||
|
||||
/obj/item/projectile/beam/instakill
|
||||
name = "instagib laser"
|
||||
icon_state = "purple_laser"
|
||||
damage = 200
|
||||
damage_type = BURN
|
||||
|
||||
/obj/item/projectile/beam/instakill/blue
|
||||
icon_state = "blue_laser"
|
||||
|
||||
/obj/item/projectile/beam/instakill/red
|
||||
icon_state = "red_laser"
|
||||
|
||||
/obj/item/projectile/beam/instakill/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
|
||||
M.gib()
|
||||
322
code/modules/projectiles/projectile/bullets.dm
Normal file
322
code/modules/projectiles/projectile/bullets.dm
Normal file
@@ -0,0 +1,322 @@
|
||||
/obj/item/projectile/bullet
|
||||
name = "bullet"
|
||||
icon_state = "bullet"
|
||||
damage = 60
|
||||
damage_type = BRUTE
|
||||
nodamage = 0
|
||||
flag = "bullet"
|
||||
hitsound_wall = "ricochet"
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet //beanbag, heavy stamina damage
|
||||
damage = 5
|
||||
stamina = 80
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet2 //detective revolver instastuns, but multiple shots are better for keeping punks down
|
||||
damage = 15
|
||||
weaken = 3
|
||||
stamina = 50
|
||||
|
||||
/obj/item/projectile/bullet/weakbullet3
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/toxinbullet
|
||||
damage = 15
|
||||
damage_type = TOX
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/firebullet
|
||||
damage = 10
|
||||
|
||||
/obj/item/projectile/bullet/armourpiercing
|
||||
damage = 17
|
||||
armour_penetration = 10
|
||||
|
||||
/obj/item/projectile/bullet/pellet
|
||||
name = "pellet"
|
||||
damage = 15
|
||||
|
||||
/obj/item/projectile/bullet/pellet/weak/New()
|
||||
damage = 6
|
||||
range = rand(8)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/weak/on_range()
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/bullet/pellet/overload/New()
|
||||
damage = 3
|
||||
range = rand(10)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/overload/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
explosion(target, 0, 0, 2)
|
||||
|
||||
/obj/item/projectile/bullet/pellet/overload/on_range()
|
||||
explosion(src, 0, 0, 2)
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(3, 3, src)
|
||||
sparks.start()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/bullet/midbullet
|
||||
damage = 20
|
||||
stamina = 65 //two round bursts from the c20r knocks people down
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/midbullet2
|
||||
damage = 25
|
||||
|
||||
/obj/item/projectile/bullet/midbullet3
|
||||
damage = 30
|
||||
|
||||
/obj/item/projectile/bullet/heavybullet
|
||||
damage = 35
|
||||
|
||||
/obj/item/projectile/bullet/rpellet
|
||||
damage = 3
|
||||
stamina = 25
|
||||
|
||||
/obj/item/projectile/bullet/stunshot //taser slugs for shotguns, nothing special
|
||||
name = "stunshot"
|
||||
damage = 5
|
||||
stun = 5
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
range = 7
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(4)
|
||||
M.IgniteMob()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shell
|
||||
name = "incendiary slug"
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shell/Move()
|
||||
..()
|
||||
var/turf/location = get_turf(src)
|
||||
if(location)
|
||||
PoolOrNew(/obj/effect/hotspot, location)
|
||||
location.hotspot_expose(700, 50, 1)
|
||||
|
||||
/obj/item/projectile/bullet/incendiary/shell/dragonsbreath
|
||||
name = "dragonsbreath round"
|
||||
damage = 5
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot
|
||||
name = "meteor"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "dust"
|
||||
damage = 30
|
||||
weaken = 8
|
||||
stun = 8
|
||||
hitsound = 'sound/effects/meteorimpact.ogg'
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot/weak
|
||||
damage = 10
|
||||
weaken = 4
|
||||
stun = 4
|
||||
|
||||
/obj/item/projectile/bullet/honker
|
||||
damage = 0
|
||||
weaken = 3
|
||||
stun = 3
|
||||
forcedodge = 1
|
||||
nodamage = 1
|
||||
hitsound = 'sound/items/bikehorn.ogg'
|
||||
icon = 'icons/obj/hydroponics/harvest.dmi'
|
||||
icon_state = "banana"
|
||||
range = 200
|
||||
|
||||
/obj/item/projectile/bullet/honker/New()
|
||||
..()
|
||||
SpinAnimation()
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(istype(target, /atom/movable))
|
||||
var/atom/movable/M = target
|
||||
var/atom/throw_target = get_edge_target_turf(M, get_dir(src, get_step_away(M, src)))
|
||||
M.throw_at(throw_target, 3, 2)
|
||||
|
||||
/obj/item/projectile/bullet/meteorshot/New()
|
||||
..()
|
||||
SpinAnimation()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/mime
|
||||
damage = 20
|
||||
|
||||
/obj/item/projectile/bullet/mime/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.silent = max(M.silent, 10)
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/dart
|
||||
name = "dart"
|
||||
icon_state = "cbbolt"
|
||||
damage = 6
|
||||
var/piercing = 0
|
||||
|
||||
/obj/item/projectile/bullet/dart/New()
|
||||
..()
|
||||
create_reagents(50)
|
||||
reagents.set_reacting(FALSE)
|
||||
|
||||
/obj/item/projectile/bullet/dart/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
if(blocked != 100) // not completely blocked
|
||||
if(M.can_inject(null,0,hit_zone,piercing)) // Pass the hit zone to see if it can inject by whether it hit the head or the body.
|
||||
..()
|
||||
reagents.reaction(M, INJECT)
|
||||
reagents.trans_to(M, reagents.total_volume)
|
||||
return 1
|
||||
else
|
||||
blocked = 100
|
||||
target.visible_message("<span class='danger'>The [name] was deflected!</span>", \
|
||||
"<span class='userdanger'>You were protected against the [name]!</span>")
|
||||
|
||||
..(target, blocked, hit_zone)
|
||||
reagents.set_reacting(TRUE)
|
||||
reagents.handle_reactions()
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/bullet/dart/metalfoam/New()
|
||||
..()
|
||||
reagents.add_reagent("aluminium", 15)
|
||||
reagents.add_reagent("foaming_agent", 5)
|
||||
reagents.add_reagent("facid", 5)
|
||||
|
||||
//This one is for future syringe guns update
|
||||
/obj/item/projectile/bullet/dart/syringe
|
||||
name = "syringe"
|
||||
icon = 'icons/obj/chemical.dmi'
|
||||
icon_state = "syringeproj"
|
||||
|
||||
//Piercing Syringe
|
||||
/obj/item/projectile/bullet/dart/syringe/piercing
|
||||
piercing = 1
|
||||
|
||||
/obj/item/projectile/bullet/neurotoxin
|
||||
name = "neurotoxin spit"
|
||||
icon_state = "neurotoxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
weaken = 5
|
||||
|
||||
/obj/item/projectile/bullet/neurotoxin/on_hit(atom/target, blocked = 0)
|
||||
if(isalien(target))
|
||||
weaken = 0
|
||||
nodamage = 1
|
||||
. = ..() // Execute the rest of the code.
|
||||
|
||||
|
||||
|
||||
//// SNIPER BULLETS
|
||||
|
||||
/obj/item/projectile/bullet/sniper
|
||||
damage = 70
|
||||
stun = 5
|
||||
weaken = 5
|
||||
armour_penetration = 50
|
||||
var/breakthings = TRUE
|
||||
|
||||
/obj/item/projectile/bullet/sniper/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
if((blocked != 100) && (!ismob(target) && breakthings))
|
||||
target.ex_act(rand(1,2))
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/sniper/soporific
|
||||
armour_penetration = 0
|
||||
nodamage = 1
|
||||
stun = 0
|
||||
weaken = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/sniper/soporific/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
if((blocked != 100) && istype(target, /mob/living))
|
||||
var/mob/living/L = target
|
||||
L.Sleeping(20)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/sniper/haemorrhage
|
||||
armour_penetration = 15
|
||||
damage = 15
|
||||
stun = 0
|
||||
weaken = 0
|
||||
breakthings = FALSE
|
||||
|
||||
/obj/item/projectile/bullet/sniper/haemorrhage/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
if((blocked != 100) && iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.bleed(100)
|
||||
return ..()
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/sniper/penetrator
|
||||
icon_state = "gauss"
|
||||
name = "penetrator round"
|
||||
damage = 60
|
||||
forcedodge = 1
|
||||
stun = 0
|
||||
weaken = 0
|
||||
breakthings = FALSE
|
||||
|
||||
|
||||
|
||||
//// SAW BULLETS
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/saw
|
||||
damage = 45
|
||||
armour_penetration = 5
|
||||
|
||||
/obj/item/projectile/bullet/saw/bleeding
|
||||
damage = 20
|
||||
armour_penetration = 0
|
||||
|
||||
/obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone)
|
||||
. = ..()
|
||||
if((blocked != 100) && iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.bleed(35)
|
||||
|
||||
/obj/item/projectile/bullet/saw/hollow
|
||||
damage = 60
|
||||
armour_penetration = -10
|
||||
|
||||
/obj/item/projectile/bullet/saw/ap
|
||||
damage = 40
|
||||
armour_penetration = 75
|
||||
|
||||
/obj/item/projectile/bullet/saw/incen
|
||||
damage = 7
|
||||
armour_penetration = 0
|
||||
|
||||
obj/item/projectile/bullet/saw/incen/Move()
|
||||
..()
|
||||
var/turf/location = get_turf(src)
|
||||
if(location)
|
||||
PoolOrNew(/obj/effect/hotspot, location)
|
||||
location.hotspot_expose(700, 50, 1)
|
||||
|
||||
/obj/item/projectile/bullet/saw/incen/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/M = target
|
||||
M.adjust_fire_stacks(3)
|
||||
M.IgniteMob()
|
||||
190
code/modules/projectiles/projectile/energy.dm
Normal file
190
code/modules/projectiles/projectile/energy.dm
Normal file
@@ -0,0 +1,190 @@
|
||||
/obj/item/projectile/energy
|
||||
name = "energy"
|
||||
icon_state = "spark"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
flag = "energy"
|
||||
|
||||
|
||||
/obj/item/projectile/energy/electrode
|
||||
name = "electrode"
|
||||
icon_state = "spark"
|
||||
color = "#FFFF00"
|
||||
nodamage = 1
|
||||
stun = 5
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
jitter = 20
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 7
|
||||
|
||||
/obj/item/projectile/energy/electrode/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - burst into sparks!
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
else if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(C.dna && C.dna.check_mutation(HULK))
|
||||
C.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
|
||||
else if(C.status_flags & CANWEAKEN)
|
||||
addtimer(C, "do_jitter_animation", 5, FALSE, jitter)
|
||||
|
||||
/obj/item/projectile/energy/electrode/on_range() //to ensure the bolt sparks when it reaches the end of its range if it didn't hit a target yet
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/net
|
||||
name = "energy netting"
|
||||
icon_state = "e_netting"
|
||||
damage = 10
|
||||
damage_type = STAMINA
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 10
|
||||
|
||||
/obj/item/projectile/energy/net/New()
|
||||
..()
|
||||
SpinAnimation()
|
||||
|
||||
/obj/item/projectile/energy/net/on_hit(atom/target, blocked = 0)
|
||||
if(isliving(target))
|
||||
var/turf/Tloc = get_turf(target)
|
||||
if(!locate(/obj/effect/nettingportal) in Tloc)
|
||||
new/obj/effect/nettingportal(Tloc)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/net/on_range()
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
..()
|
||||
|
||||
/obj/effect/nettingportal
|
||||
name = "DRAGnet teleportation field"
|
||||
desc = "A field of bluespace energy, locking on to teleport a target."
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "dragnetfield"
|
||||
anchored = 1
|
||||
unacidable = 1
|
||||
|
||||
/obj/effect/nettingportal/New()
|
||||
..()
|
||||
SetLuminosity(3)
|
||||
var/obj/item/device/radio/beacon/teletarget = null
|
||||
for(var/obj/machinery/computer/teleporter/com in machines)
|
||||
if(com.target)
|
||||
if(com.power_station && com.power_station.teleporter_hub && com.power_station.engaged)
|
||||
teletarget = com.target
|
||||
if(teletarget)
|
||||
spawn(30)
|
||||
for(var/mob/living/L in get_turf(src))
|
||||
do_teleport(L, teletarget, 2)//teleport what's in the tile to the beacon
|
||||
qdel(src)
|
||||
else
|
||||
spawn(30)
|
||||
for(var/mob/living/L in get_turf(src))
|
||||
do_teleport(L, L, 15) //Otherwise it just warps you off somewhere.
|
||||
qdel(src)
|
||||
|
||||
|
||||
/obj/item/projectile/energy/trap
|
||||
name = "energy snare"
|
||||
icon_state = "e_snare"
|
||||
nodamage = 1
|
||||
weaken = 1
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 4
|
||||
|
||||
/obj/item/projectile/energy/trap/on_hit(atom/target, blocked = 0)
|
||||
if(!ismob(target) || blocked >= 100) //Fully blocked by mob or collided with dense object - drop a trap
|
||||
new/obj/item/weapon/restraints/legcuffs/beartrap/energy(get_turf(loc))
|
||||
else if(iscarbon(target))
|
||||
var/obj/item/weapon/restraints/legcuffs/beartrap/B = new /obj/item/weapon/restraints/legcuffs/beartrap/energy(get_turf(target))
|
||||
B.Crossed(target)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/on_range()
|
||||
new/obj/item/weapon/restraints/legcuffs/beartrap/energy(loc)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg
|
||||
name = "Energy Bola"
|
||||
icon_state = "e_snare"
|
||||
nodamage = 1
|
||||
weaken = 0
|
||||
hitsound = 'sound/weapons/taserhit.ogg'
|
||||
range = 10
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg/on_hit(atom/target, blocked = 0)
|
||||
if(!ismob(target) || blocked >= 100)
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
qdel(src)
|
||||
if(iscarbon(target))
|
||||
var/obj/item/weapon/restraints/legcuffs/beartrap/B = new /obj/item/weapon/restraints/legcuffs/beartrap/energy/cyborg(get_turf(target))
|
||||
B.Crossed(target)
|
||||
spawn(10)
|
||||
qdel(src)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/energy/trap/cyborg/on_range()
|
||||
var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
|
||||
sparks.set_up(1, 1, src)
|
||||
sparks.start()
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/energy/declone
|
||||
name = "radiation beam"
|
||||
icon_state = "declone"
|
||||
damage = 20
|
||||
damage_type = CLONE
|
||||
irradiate = 10
|
||||
|
||||
/obj/item/projectile/energy/dart //ninja throwing dart
|
||||
name = "dart"
|
||||
icon_state = "toxin"
|
||||
damage = 5
|
||||
damage_type = TOX
|
||||
weaken = 5
|
||||
range = 7
|
||||
|
||||
/obj/item/projectile/energy/bolt //ebow bolts
|
||||
name = "bolt"
|
||||
icon_state = "cbbolt"
|
||||
damage = 15
|
||||
damage_type = TOX
|
||||
nodamage = 0
|
||||
weaken = 5
|
||||
stutter = 5
|
||||
|
||||
/obj/item/projectile/energy/bolt/large
|
||||
damage = 20
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma
|
||||
projectile_type = /obj/item/projectile/plasma
|
||||
select_name = "plasma burst"
|
||||
fire_sound = 'sound/weapons/pulse.ogg'
|
||||
|
||||
/obj/item/ammo_casing/energy/plasma/adv
|
||||
projectile_type = /obj/item/projectile/plasma/adv
|
||||
|
||||
/obj/item/projectile/energy/shock_revolver
|
||||
name = "shock bolt"
|
||||
icon_state = "purple_laser"
|
||||
var/chain
|
||||
|
||||
/obj/item/ammo_casing/energy/shock_revolver/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
|
||||
..()
|
||||
var/obj/item/projectile/hook/P = BB
|
||||
spawn(1)
|
||||
P.chain = P.Beam(user,icon_state="purple_lightning",icon = 'icons/effects/effects.dmi',time=1000, maxdistance = 30)
|
||||
|
||||
/obj/item/projectile/energy/shock_revolver/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
tesla_zap(src, 3, 10000)
|
||||
qdel(chain)
|
||||
332
code/modules/projectiles/projectile/magic.dm
Normal file
332
code/modules/projectiles/projectile/magic.dm
Normal file
@@ -0,0 +1,332 @@
|
||||
/obj/item/projectile/magic
|
||||
name = "bolt of nothing"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = OXY
|
||||
nodamage = 1
|
||||
armour_penetration = 100
|
||||
flag = "magic"
|
||||
|
||||
/obj/item/projectile/magic/death
|
||||
name = "bolt of death"
|
||||
icon_state = "pulse1_bl"
|
||||
|
||||
/obj/item/projectile/magic/death/on_hit(target)
|
||||
. = ..()
|
||||
if(ismob(target))
|
||||
var/mob/M = target
|
||||
M.death(0)
|
||||
|
||||
/obj/item/projectile/magic/fireball
|
||||
name = "bolt of fireball"
|
||||
icon_state = "fireball"
|
||||
damage = 10
|
||||
damage_type = BRUTE
|
||||
nodamage = 0
|
||||
|
||||
/obj/item/projectile/magic/fireball/Range()
|
||||
var/turf/T1 = get_step(src,turn(dir, -45))
|
||||
var/turf/T2 = get_step(src,turn(dir, 45))
|
||||
var/mob/living/L = locate(/mob/living) in T1 //if there's a mob alive in our front right diagonal, we hit it.
|
||||
if(L && L.stat != DEAD)
|
||||
Bump(L) //Magic Bullet #teachthecontroversy
|
||||
return
|
||||
L = locate(/mob/living) in T2
|
||||
if(L && L.stat != DEAD)
|
||||
Bump(L)
|
||||
return
|
||||
..()
|
||||
|
||||
/obj/item/projectile/magic/fireball/on_hit(target)
|
||||
. = ..()
|
||||
var/turf/T = get_turf(target)
|
||||
explosion(T, -1, 0, 2, 3, 0, flame_range = 2)
|
||||
if(ismob(target)) //multiple flavors of pain
|
||||
var/mob/living/M = target
|
||||
M.take_overall_damage(0,10) //between this 10 burn, the 10 brute, the explosion brute, and the onfire burn, your at about 65 damage if you stop drop and roll immediately
|
||||
|
||||
/obj/item/projectile/magic/resurrection
|
||||
name = "bolt of resurrection"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = OXY
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/magic/resurrection/on_hit(mob/living/carbon/target)
|
||||
. = ..()
|
||||
if(isliving(target))
|
||||
if(target.hellbound)
|
||||
return
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
C.regenerate_limbs()
|
||||
if(target.revive(full_heal = 1))
|
||||
target.grab_ghost(force = TRUE) // even suicides
|
||||
target << "<span class='notice'>You rise with a start, \
|
||||
you're alive!!!</span>"
|
||||
else if(target.stat != DEAD)
|
||||
target << "<span class='notice'>You feel great!</span>"
|
||||
|
||||
/obj/item/projectile/magic/teleport
|
||||
name = "bolt of teleportation"
|
||||
icon_state = "bluespace"
|
||||
damage = 0
|
||||
damage_type = OXY
|
||||
nodamage = 1
|
||||
var/inner_tele_radius = 0
|
||||
var/outer_tele_radius = 6
|
||||
|
||||
/obj/item/projectile/magic/teleport/on_hit(mob/target)
|
||||
. = ..()
|
||||
var/teleammount = 0
|
||||
var/teleloc = target
|
||||
if(!isturf(target))
|
||||
teleloc = target.loc
|
||||
for(var/atom/movable/stuff in teleloc)
|
||||
if(!stuff.anchored && stuff.loc)
|
||||
if(do_teleport(stuff, stuff, 10))
|
||||
teleammount++
|
||||
var/datum/effect_system/smoke_spread/smoke = new
|
||||
smoke.set_up(max(round(4 - teleammount),0), stuff.loc) //Smoke drops off if a lot of stuff is moved for the sake of sanity
|
||||
smoke.start()
|
||||
|
||||
/obj/item/projectile/magic/door
|
||||
name = "bolt of door creation"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = OXY
|
||||
nodamage = 1
|
||||
var/list/door_types = list(/obj/structure/mineral_door/wood,/obj/structure/mineral_door/iron,/obj/structure/mineral_door/silver,\
|
||||
/obj/structure/mineral_door/gold,/obj/structure/mineral_door/uranium,/obj/structure/mineral_door/sandstone,/obj/structure/mineral_door/transparent/plasma,\
|
||||
/obj/structure/mineral_door/transparent/diamond)
|
||||
|
||||
|
||||
/obj/item/projectile/magic/door/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(istype(target, /obj/machinery/door))
|
||||
OpenDoor(target)
|
||||
else
|
||||
var/turf/T = get_turf(target)
|
||||
if(istype(T,/turf/closed) && !istype(T, /turf/closed/indestructible))
|
||||
CreateDoor(T)
|
||||
|
||||
/obj/item/projectile/magic/door/proc/CreateDoor(turf/T)
|
||||
var/door_type = pick(door_types)
|
||||
var/obj/structure/mineral_door/D = new door_type(T)
|
||||
T.ChangeTurf(/turf/open/floor/plating)
|
||||
D.Open()
|
||||
|
||||
/obj/item/projectile/magic/door/proc/OpenDoor(var/obj/machinery/door/D)
|
||||
if(istype(D,/obj/machinery/door/airlock))
|
||||
var/obj/machinery/door/airlock/A = D
|
||||
A.locked = 0
|
||||
D.open()
|
||||
|
||||
/obj/item/projectile/magic/change
|
||||
name = "bolt of change"
|
||||
icon_state = "ice_1"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/magic/change/on_hit(atom/change)
|
||||
. = ..()
|
||||
wabbajack(change)
|
||||
|
||||
/proc/wabbajack(mob/living/M)
|
||||
if(!istype(M) || M.stat == DEAD || M.notransform || (GODMODE & M.status_flags))
|
||||
return
|
||||
|
||||
M.notransform = 1
|
||||
M.canmove = 0
|
||||
M.icon = null
|
||||
M.cut_overlays()
|
||||
M.invisibility = INVISIBILITY_ABSTRACT
|
||||
|
||||
var/list/contents = M.contents.Copy()
|
||||
|
||||
if(istype(M, /mob/living/silicon/robot))
|
||||
var/mob/living/silicon/robot/Robot = M
|
||||
if(Robot.mmi)
|
||||
qdel(Robot.mmi)
|
||||
Robot.notify_ai(1)
|
||||
else
|
||||
for(var/obj/item/W in contents)
|
||||
if(!M.unEquip(W))
|
||||
qdel(W)
|
||||
|
||||
var/mob/living/new_mob
|
||||
|
||||
var/randomize = pick("monkey","robot","slime","xeno","humanoid","animal")
|
||||
switch(randomize)
|
||||
if("monkey")
|
||||
new_mob = new /mob/living/carbon/monkey(M.loc)
|
||||
if("robot")
|
||||
var/robot = pick("cyborg","syndiborg","drone")
|
||||
switch(robot)
|
||||
if("cyborg")
|
||||
new_mob = new /mob/living/silicon/robot(M.loc)
|
||||
if("syndiborg")
|
||||
var/path
|
||||
if(prob(50))
|
||||
path = /mob/living/silicon/robot/syndicate
|
||||
else
|
||||
path = /mob/living/silicon/robot/syndicate/medical
|
||||
new_mob = new path(M.loc)
|
||||
if("drone")
|
||||
new_mob = new /mob/living/simple_animal/drone/polymorphed(M.loc)
|
||||
if(issilicon(new_mob))
|
||||
new_mob.gender = M.gender
|
||||
new_mob.invisibility = 0
|
||||
new_mob.job = "Cyborg"
|
||||
var/mob/living/silicon/robot/Robot = new_mob
|
||||
Robot.mmi.transfer_identity(M) //Does not transfer key/client.
|
||||
if("slime")
|
||||
new_mob = new /mob/living/simple_animal/slime/random(M.loc)
|
||||
if("xeno")
|
||||
if(prob(50))
|
||||
new_mob = new /mob/living/carbon/alien/humanoid/hunter(M.loc)
|
||||
else
|
||||
new_mob = new /mob/living/carbon/alien/humanoid/sentinel(M.loc)
|
||||
|
||||
if("animal")
|
||||
var/path
|
||||
if(prob(50))
|
||||
var/beast = pick("carp","bear","mushroom","statue", "bat", "goat","killertomato", "spiderbase", "spiderhunter", "blobbernaut", "magicarp", "chaosmagicarp")
|
||||
switch(beast)
|
||||
if("carp")
|
||||
path = /mob/living/simple_animal/hostile/carp
|
||||
if("bear")
|
||||
path = /mob/living/simple_animal/hostile/bear
|
||||
if("mushroom")
|
||||
path = /mob/living/simple_animal/hostile/mushroom
|
||||
if("statue")
|
||||
path = /mob/living/simple_animal/hostile/statue
|
||||
if("bat")
|
||||
path = /mob/living/simple_animal/hostile/retaliate/bat
|
||||
if("goat")
|
||||
path = /mob/living/simple_animal/hostile/retaliate/goat
|
||||
if("killertomato")
|
||||
path = /mob/living/simple_animal/hostile/killertomato
|
||||
if("spiderbase")
|
||||
path = /mob/living/simple_animal/hostile/poison/giant_spider
|
||||
if("spiderhunter")
|
||||
path = /mob/living/simple_animal/hostile/poison/giant_spider/hunter
|
||||
if("blobbernaut")
|
||||
path = /mob/living/simple_animal/hostile/blob/blobbernaut/independent
|
||||
if("magicarp")
|
||||
path = /mob/living/simple_animal/hostile/carp/ranged
|
||||
if("chaosmagicarp")
|
||||
path = /mob/living/simple_animal/hostile/carp/ranged/chaos
|
||||
else
|
||||
var/animal = pick("parrot","corgi","crab","pug","cat","mouse","chicken","cow","lizard","chick","fox","butterfly","cak")
|
||||
switch(animal)
|
||||
if("parrot")
|
||||
path = /mob/living/simple_animal/parrot
|
||||
if("corgi")
|
||||
path = /mob/living/simple_animal/pet/dog/corgi
|
||||
if("crab")
|
||||
path = /mob/living/simple_animal/crab
|
||||
if("pug")
|
||||
path = /mob/living/simple_animal/pet/dog/pug
|
||||
if("cat")
|
||||
path = /mob/living/simple_animal/pet/cat
|
||||
if("mouse")
|
||||
path = /mob/living/simple_animal/mouse
|
||||
if("chicken")
|
||||
path = /mob/living/simple_animal/chicken
|
||||
if("cow")
|
||||
path = /mob/living/simple_animal/cow
|
||||
if("lizard")
|
||||
path = /mob/living/simple_animal/hostile/lizard
|
||||
if("fox")
|
||||
path = /mob/living/simple_animal/pet/fox
|
||||
if("butterfly")
|
||||
path = /mob/living/simple_animal/butterfly
|
||||
if("cak")
|
||||
path = /mob/living/simple_animal/pet/cat/cak
|
||||
if("chick")
|
||||
path = /mob/living/simple_animal/chick
|
||||
|
||||
new_mob = new path(M.loc)
|
||||
|
||||
if("humanoid")
|
||||
new_mob = new /mob/living/carbon/human(M.loc)
|
||||
|
||||
var/datum/preferences/A = new() //Randomize appearance for the human
|
||||
A.copy_to(new_mob, icon_updates=0)
|
||||
|
||||
var/mob/living/carbon/human/H = new_mob
|
||||
if(prob(50))
|
||||
var/list/all_species = list()
|
||||
for(var/speciestype in subtypesof(/datum/species))
|
||||
var/datum/species/S = new speciestype()
|
||||
if(!S.dangerous_existence)
|
||||
all_species += speciestype
|
||||
H.set_species(pick(all_species), icon_update=0)
|
||||
H.update_body()
|
||||
H.update_hair()
|
||||
H.update_body_parts()
|
||||
H.dna.update_dna_identity()
|
||||
|
||||
if(!new_mob)
|
||||
return
|
||||
|
||||
new_mob.languages_spoken |= HUMAN
|
||||
new_mob.languages_understood |= HUMAN
|
||||
new_mob.attack_log = M.attack_log
|
||||
|
||||
// Some forms can still wear some items
|
||||
for(var/obj/item/W in contents)
|
||||
new_mob.equip_to_appropriate_slot(W)
|
||||
|
||||
M.attack_log += text("\[[time_stamp()]\] <font color='orange'>[M.real_name] ([M.ckey]) became [new_mob.real_name].</font>")
|
||||
|
||||
new_mob.a_intent = "harm"
|
||||
|
||||
M.wabbajack_act(new_mob)
|
||||
|
||||
new_mob << "<span class='warning'>Your form morphs into that of \
|
||||
a [randomize].</span>"
|
||||
|
||||
qdel(M)
|
||||
return new_mob
|
||||
|
||||
/obj/item/projectile/magic/animate
|
||||
name = "bolt of animation"
|
||||
icon_state = "red_1"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
|
||||
/obj/item/projectile/magic/animate/Bump(atom/change)
|
||||
..()
|
||||
if(istype(change, /obj/item) || istype(change, /obj/structure) && !is_type_in_list(change, protected_objects))
|
||||
if(istype(change, /obj/structure/closet/statue))
|
||||
for(var/mob/living/carbon/human/H in change.contents)
|
||||
var/mob/living/simple_animal/hostile/statue/S = new /mob/living/simple_animal/hostile/statue(change.loc, firer)
|
||||
S.name = "statue of [H.name]"
|
||||
S.faction = list("\ref[firer]")
|
||||
S.icon = change.icon
|
||||
S.icon_state = change.icon_state
|
||||
S.overlays = change.overlays
|
||||
S.color = change.color
|
||||
if(H.mind)
|
||||
H.mind.transfer_to(S)
|
||||
S << "<span class='userdanger'>You are an animate statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [firer.name], your creator.</span>"
|
||||
H = change
|
||||
H.loc = S
|
||||
qdel(src)
|
||||
return
|
||||
else
|
||||
var/obj/O = change
|
||||
if(istype(O, /obj/item/weapon/gun))
|
||||
new /mob/living/simple_animal/hostile/mimic/copy/ranged(O.loc, O, firer)
|
||||
else
|
||||
new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)
|
||||
|
||||
else if(istype(change, /mob/living/simple_animal/hostile/mimic/copy))
|
||||
// Change our allegiance!
|
||||
var/mob/living/simple_animal/hostile/mimic/copy/C = change
|
||||
C.ChangeOwner(firer)
|
||||
|
||||
64
code/modules/projectiles/projectile/reusable.dm
Normal file
64
code/modules/projectiles/projectile/reusable.dm
Normal file
@@ -0,0 +1,64 @@
|
||||
/obj/item/projectile/bullet/reusable
|
||||
name = "reusable bullet"
|
||||
desc = "How do you even reuse a bullet?"
|
||||
var/ammo_type = /obj/item/ammo_casing/caseless/
|
||||
var/dropped = 0
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
handle_drop()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/on_range()
|
||||
handle_drop()
|
||||
..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/proc/handle_drop()
|
||||
if(!dropped)
|
||||
new ammo_type(src.loc)
|
||||
dropped = 1
|
||||
|
||||
/obj/item/projectile/bullet/reusable/magspear
|
||||
name = "magnetic spear"
|
||||
desc = "WHITE WHALE, HOLY GRAIL"
|
||||
damage = 30 //takes 3 spears to kill a mega carp, one to kill a normal carp
|
||||
icon_state = "magspear"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/magspear
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart
|
||||
name = "foam dart"
|
||||
desc = "I hope you're wearing eye protection."
|
||||
damage = 0 // It's a damn toy.
|
||||
damage_type = OXY
|
||||
nodamage = 1
|
||||
icon = 'icons/obj/guns/toy.dmi'
|
||||
icon_state = "foamdart"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart
|
||||
range = 10
|
||||
var/obj/item/weapon/pen/pen = null
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/handle_drop()
|
||||
if(dropped)
|
||||
return
|
||||
dropped = 1
|
||||
var/obj/item/ammo_casing/caseless/foam_dart/newdart = new ammo_type(src.loc)
|
||||
var/obj/item/ammo_casing/caseless/foam_dart/old_dart = ammo_casing
|
||||
newdart.modified = old_dart.modified
|
||||
if(pen)
|
||||
var/obj/item/projectile/bullet/reusable/foam_dart/newdart_FD = newdart.BB
|
||||
newdart_FD.pen = pen
|
||||
pen.loc = newdart_FD
|
||||
pen = null
|
||||
newdart.BB.damage = damage
|
||||
newdart.BB.nodamage = nodamage
|
||||
newdart.BB.damage_type = damage_type
|
||||
newdart.update_icon()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/Destroy()
|
||||
pen = null
|
||||
return ..()
|
||||
|
||||
/obj/item/projectile/bullet/reusable/foam_dart/riot
|
||||
name = "riot foam dart"
|
||||
icon_state = "foamdart_riot"
|
||||
ammo_type = /obj/item/ammo_casing/caseless/foam_dart/riot
|
||||
stamina = 25
|
||||
346
code/modules/projectiles/projectile/special.dm
Normal file
346
code/modules/projectiles/projectile/special.dm
Normal file
@@ -0,0 +1,346 @@
|
||||
/obj/item/projectile/ion
|
||||
name = "ion bolt"
|
||||
icon_state = "ion"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
|
||||
/obj/item/projectile/ion/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
empulse(target, 1, 1)
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/projectile/ion/weak
|
||||
|
||||
/obj/item/projectile/ion/weak/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
empulse(target, 0, 0)
|
||||
return 1
|
||||
|
||||
|
||||
/obj/item/projectile/bullet/gyro
|
||||
name ="explosive bolt"
|
||||
icon_state= "bolter"
|
||||
damage = 50
|
||||
|
||||
/obj/item/projectile/bullet/gyro/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
explosion(target, -1, 0, 2)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/bullet/a40mm
|
||||
name ="40mm grenade"
|
||||
desc = "USE A WEEL GUN"
|
||||
icon_state= "bolter"
|
||||
damage = 60
|
||||
|
||||
/obj/item/projectile/bullet/a40mm/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
explosion(target, -1, 0, 2, 1, 0, flame_range = 3)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/temp
|
||||
name = "freeze beam"
|
||||
icon_state = "ice_2"
|
||||
damage = 0
|
||||
damage_type = BURN
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
var/temperature = 100
|
||||
|
||||
|
||||
/obj/item/projectile/temp/on_hit(atom/target, blocked = 0)//These two could likely check temp protection on the mob
|
||||
..()
|
||||
if(isliving(target))
|
||||
var/mob/M = target
|
||||
M.bodytemperature = temperature
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/temp/hot
|
||||
name = "heat beam"
|
||||
temperature = 400
|
||||
|
||||
/obj/item/projectile/meteor
|
||||
name = "meteor"
|
||||
icon = 'icons/obj/meteor.dmi'
|
||||
icon_state = "small1"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
flag = "bullet"
|
||||
|
||||
/obj/item/projectile/meteor/Bump(atom/A, yes)
|
||||
if(!yes) //prevents multi bumps.
|
||||
return
|
||||
if(A == firer)
|
||||
loc = A.loc
|
||||
return
|
||||
A.ex_act(2)
|
||||
playsound(src.loc, 'sound/effects/meteorimpact.ogg', 40, 1)
|
||||
for(var/mob/M in urange(10, src))
|
||||
if(!M.stat)
|
||||
shake_camera(M, 3, 1)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/energy/floramut
|
||||
name = "alpha somatoray"
|
||||
icon_state = "energy"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
/obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(iscarbon(target))
|
||||
var/mob/living/carbon/C = target
|
||||
if(C.dna.species.id == "pod")
|
||||
randmuti(C)
|
||||
randmut(C)
|
||||
C.updateappearance()
|
||||
C.domutcheck()
|
||||
|
||||
/obj/item/projectile/energy/florayield
|
||||
name = "beta somatoray"
|
||||
icon_state = "energy2"
|
||||
damage = 0
|
||||
damage_type = TOX
|
||||
nodamage = 1
|
||||
flag = "energy"
|
||||
|
||||
/obj/item/projectile/beam/mindflayer
|
||||
name = "flayer ray"
|
||||
|
||||
/obj/item/projectile/beam/mindflayer/on_hit(atom/target, blocked = 0)
|
||||
. = ..()
|
||||
if(ishuman(target))
|
||||
var/mob/living/carbon/human/M = target
|
||||
M.adjustBrainLoss(20)
|
||||
M.hallucination += 20
|
||||
|
||||
/obj/item/projectile/kinetic
|
||||
name = "kinetic force"
|
||||
icon_state = null
|
||||
damage = 10
|
||||
damage_type = BRUTE
|
||||
flag = "bomb"
|
||||
range = 3
|
||||
var/splash = 0
|
||||
|
||||
/obj/item/projectile/kinetic/super
|
||||
damage = 11
|
||||
range = 4
|
||||
|
||||
/obj/item/projectile/kinetic/hyper
|
||||
damage = 12
|
||||
range = 5
|
||||
splash = 1
|
||||
|
||||
/obj/item/projectile/kinetic/New()
|
||||
var/turf/proj_turf = get_turf(src)
|
||||
if(!istype(proj_turf, /turf))
|
||||
return
|
||||
var/datum/gas_mixture/environment = proj_turf.return_air()
|
||||
var/pressure = environment.return_pressure()
|
||||
if(pressure < 50)
|
||||
name = "full strength kinetic force"
|
||||
damage *= 4
|
||||
..()
|
||||
|
||||
/obj/item/projectile/kinetic/on_range()
|
||||
new /obj/effect/kinetic_blast(src.loc)
|
||||
..()
|
||||
|
||||
/obj/item/projectile/kinetic/on_hit(atom/target)
|
||||
. = ..()
|
||||
var/turf/target_turf= get_turf(target)
|
||||
if(istype(target_turf, /turf/closed/mineral))
|
||||
var/turf/closed/mineral/M = target_turf
|
||||
M.gets_drilled(firer)
|
||||
new /obj/effect/kinetic_blast(target_turf)
|
||||
if(src.splash)
|
||||
for(var/turf/T in range(splash, target_turf))
|
||||
if(istype(T, /turf/closed/mineral))
|
||||
var/turf/closed/mineral/M = T
|
||||
M.gets_drilled(firer)
|
||||
|
||||
|
||||
/obj/effect/kinetic_blast
|
||||
name = "kinetic explosion"
|
||||
icon = 'icons/obj/projectiles.dmi'
|
||||
icon_state = "kinetic_blast"
|
||||
layer = ABOVE_ALL_MOB_LAYER
|
||||
|
||||
/obj/effect/kinetic_blast/New()
|
||||
spawn(4)
|
||||
qdel(src)
|
||||
|
||||
/obj/item/projectile/beam/wormhole
|
||||
name = "bluespace beam"
|
||||
icon_state = "spark"
|
||||
hitsound = "sparks"
|
||||
damage = 3
|
||||
var/obj/item/weapon/gun/energy/wormhole_projector/gun
|
||||
color = "#33CCFF"
|
||||
|
||||
/obj/item/projectile/beam/wormhole/orange
|
||||
name = "orange bluespace beam"
|
||||
color = "#FF6600"
|
||||
|
||||
/obj/item/projectile/beam/wormhole/New(var/obj/item/ammo_casing/energy/wormhole/casing)
|
||||
if(casing)
|
||||
gun = casing.gun
|
||||
|
||||
/obj/item/ammo_casing/energy/wormhole/New(var/obj/item/weapon/gun/energy/wormhole_projector/wh)
|
||||
gun = wh
|
||||
|
||||
/obj/item/projectile/beam/wormhole/on_hit(atom/target)
|
||||
if(ismob(target))
|
||||
var/turf/portal_destination = pick(orange(6, src))
|
||||
do_teleport(target, portal_destination)
|
||||
return ..()
|
||||
if(!gun)
|
||||
qdel(src)
|
||||
gun.create_portal(src)
|
||||
|
||||
/obj/item/projectile/bullet/frag12
|
||||
name ="explosive slug"
|
||||
damage = 25
|
||||
weaken = 5
|
||||
|
||||
/obj/item/projectile/bullet/frag12/on_hit(atom/target, blocked = 0)
|
||||
..()
|
||||
explosion(target, -1, 0, 1)
|
||||
return 1
|
||||
|
||||
/obj/item/projectile/plasma
|
||||
name = "plasma blast"
|
||||
icon_state = "plasmacutter"
|
||||
damage_type = BRUTE
|
||||
damage = 5
|
||||
range = 5
|
||||
|
||||
/obj/item/projectile/plasma/New()
|
||||
var/turf/proj_turf = get_turf(src)
|
||||
if(!istype(proj_turf, /turf))
|
||||
return
|
||||
var/datum/gas_mixture/environment = proj_turf.return_air()
|
||||
if(environment)
|
||||
var/pressure = environment.return_pressure()
|
||||
if(pressure < 60)
|
||||
name = "full strength plasma blast"
|
||||
damage *= 4
|
||||
..()
|
||||
|
||||
/obj/item/projectile/plasma/on_hit(atom/target)
|
||||
. = ..()
|
||||
if(istype(target, /turf/closed/mineral))
|
||||
var/turf/closed/mineral/M = target
|
||||
M.gets_drilled(firer)
|
||||
Range()
|
||||
if(range > 0)
|
||||
return -1
|
||||
|
||||
/obj/item/projectile/plasma/adv
|
||||
damage = 7
|
||||
range = 7
|
||||
|
||||
/obj/item/projectile/plasma/adv/mech
|
||||
damage = 10
|
||||
range = 8
|
||||
|
||||
|
||||
/obj/item/projectile/gravityrepulse
|
||||
name = "repulsion bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = "sound/weapons/wave.ogg"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#33CCFF"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
|
||||
/obj/item/projectile/gravityrepulse/New(var/obj/item/ammo_casing/energy/gravityrepulse/C)
|
||||
..()
|
||||
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityrepulse/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored)
|
||||
continue
|
||||
var/throwtarget = get_edge_target_turf(src, get_dir(src, get_step_away(A, src)))
|
||||
A.throw_at_fast(throwtarget,power+1,1)
|
||||
for(var/turf/F in range(T,power))
|
||||
var/obj/effect/overlay/gravfield = new /obj/effect/overlay{icon='icons/effects/effects.dmi'; icon_state="shieldsparkles"; mouse_opacity=0; density=0}()
|
||||
F.overlays += gravfield
|
||||
spawn(5)
|
||||
F.overlays -= gravfield
|
||||
|
||||
/obj/item/projectile/gravityattract
|
||||
name = "attraction bolt"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = "sound/weapons/wave.ogg"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#FF6600"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
|
||||
/obj/item/projectile/gravityattract/New(var/obj/item/ammo_casing/energy/gravityattract/C)
|
||||
..()
|
||||
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravityattract/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src || (firer && A == src.firer) || A.anchored)
|
||||
continue
|
||||
A.throw_at_fast(T, power+1, 1)
|
||||
for(var/turf/F in range(T,power))
|
||||
var/obj/effect/overlay/gravfield = new /obj/effect/overlay{icon='icons/effects/effects.dmi'; icon_state="shieldsparkles"; mouse_opacity=0; density=0}()
|
||||
F.overlays += gravfield
|
||||
spawn(5)
|
||||
F.overlays -= gravfield
|
||||
|
||||
/obj/item/projectile/gravitychaos
|
||||
name = "gravitational blast"
|
||||
icon = 'icons/effects/effects.dmi'
|
||||
icon_state = "chronofield"
|
||||
hitsound = "sound/weapons/wave.ogg"
|
||||
damage = 0
|
||||
damage_type = BRUTE
|
||||
nodamage = 1
|
||||
color = "#101010"
|
||||
var/turf/T
|
||||
var/power = 4
|
||||
|
||||
/obj/item/projectile/gravitychaos/New(var/obj/item/ammo_casing/energy/gravitychaos/C)
|
||||
..()
|
||||
if(C) //Hard-coded maximum power so servers can't be crashed by trying to throw the entire Z level's items
|
||||
power = min(C.gun.power, 15)
|
||||
|
||||
/obj/item/projectile/gravitychaos/on_hit()
|
||||
. = ..()
|
||||
T = get_turf(src)
|
||||
for(var/atom/movable/A in range(T, power))
|
||||
if(A == src|| (firer && A == src.firer) || A.anchored)
|
||||
continue
|
||||
A.throw_at_fast(get_edge_target_turf(A, pick(cardinal)), power+1, 1)
|
||||
for(var/turf/Z in range(T,power))
|
||||
var/obj/effect/overlay/gravfield = new /obj/effect/overlay{icon='icons/effects/effects.dmi'; icon_state="shieldsparkles"; mouse_opacity=0; density=0}()
|
||||
Z.overlays += gravfield
|
||||
spawn(5)
|
||||
Z.overlays -= gravfield
|
||||
|
||||
Reference in New Issue
Block a user