Files
S.P.L.U.R.T-Station-13/code/modules/projectiles/guns/ballistic/automatic.dm
TaxMaster 93782cf716 Adds VG weaponry to the server (#243)
* Adds in clothing from the /vg/ rip

* adds clothing from the /vg/ rip

* Adds VG weaponry to the server

Adds VG weaponry to the server, most of it is intended for the bussing
admin so its not obtainable normally.

This also adds in toy megabusters to the arcade machine toy list and two
vending machines intended for adminbus/events/thunderdome.

* aa

fixing even more shit

* aaa

*external code related screaming*

* aaa

funfact: that insistence on modualization broke *EVERYTHING* for the
guns. I doubt I'll fix this.

* Fixes more shit

After I finally worked the salt out from yesterday, I modularized the
code more to the standard required. It seems that the sprites for the
guns/projectiles/vending machines need to be in the titled DMI files, at
least from my observations.

* *internal screaming*

why

* more shit fixed

no impact sounds for the plasmaguns / actual buster. Now there are
sounds.

* (Hopefully) Finaly update with this.

Salty removed, modularized it.

Hope its all good now.

* aaa

Pain.

* final fix

missing sprites fixed
2017-02-28 07:55:22 -06:00

411 lines
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Plaintext

/obj/item/weapon/gun/ballistic/automatic
origin_tech = "combat=4;materials=2"
w_class = WEIGHT_CLASS_NORMAL
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/ballistic/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/ballistic/automatic/proto/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/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/ballistic/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))
var/obj/item/ammo_box/magazine/oldmag = magazine
if(user.transferItemToLoc(AM, src))
magazine = AM
if(oldmag)
user << "<span class='notice'>You perform a tactical reload on \the [src], replacing the magazine.</span>"
oldmag.dropped()
oldmag.forceMove(get_turf(src.loc))
oldmag.update_icon()
else
user << "<span class='notice'>You insert the magazine into \the [src].</span>"
chamber_round()
A.update_icon()
update_icon()
return 1
else
user << "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>"
/obj/item/weapon/gun/ballistic/automatic/ui_action_click()
burst_select()
/obj/item/weapon/gun/ballistic/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/ballistic/automatic/can_shoot()
return get_ammo()
/obj/item/weapon/gun/ballistic/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/ballistic/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/ballistic/automatic/c20r/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/c20r/New()
..()
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/c20r/afterattack()
..()
empty_alarm()
return
/obj/item/weapon/gun/ballistic/automatic/c20r/update_icon()
..()
icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
/obj/item/weapon/gun/ballistic/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/ballistic/automatic/wt550/update_icon()
..()
icon_state = "wt550[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
/obj/item/weapon/gun/ballistic/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/ballistic/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/ballistic/revolver/grenadelauncher/underbarrel
burst_size = 3
fire_delay = 2
pin = /obj/item/device/firing_pin/implant/pindicate
/obj/item/weapon/gun/ballistic/automatic/m90/New()
..()
underbarrel = new /obj/item/weapon/gun/ballistic/revolver/grenadelauncher(src)
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/m90/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/m90/unrestricted/New()
..()
underbarrel = new /obj/item/weapon/gun/ballistic/revolver/grenadelauncher/unrestricted(src)
update_icon()
return
/obj/item/weapon/gun/ballistic/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/ballistic/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/ballistic/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/ballistic/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/ballistic/automatic/tommygun
name = "\improper Thompson SMG"
desc = "Based on the classic 'Chicago Typewriter'."
icon_state = "tommygun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_HUGE
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/ballistic/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/ballistic/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 = WEIGHT_CLASS_NORMAL
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/ballistic/automatic/shotgun/bulldog/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/New()
..()
update_icon()
return
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/proc/update_magazine()
if(magazine)
src.overlays = 0
add_overlay("[magazine.icon_state]")
return
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/update_icon()
src.overlays = 0
update_magazine()
icon_state = "bulldog[chambered ? "" : "-e"]"
/obj/item/weapon/gun/ballistic/automatic/shotgun/bulldog/afterattack()
..()
empty_alarm()
return
// L6 SAW //
/obj/item/weapon/gun/ballistic/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 = WEIGHT_CLASS_HUGE
slot_flags = 0
origin_tech = "combat=6;engineering=3;syndicate=6"
mag_type = /obj/item/ammo_box/magazine/mm556x45
weapon_weight = WEAPON_HEAVY
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/ballistic/automatic/l6_saw/unrestricted
pin = /obj/item/device/firing_pin
/obj/item/weapon/gun/ballistic/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/ballistic/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/ballistic/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/ballistic/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/ballistic/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/ballistic/automatic/sniper_rifle
name = "sniper rifle"
desc = "A long ranged weapon that does significant damage. No, you can't quickscope."
icon_state = "sniper"
item_state = "sniper"
recoil = 2
weapon_weight = WEAPON_HEAVY
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 = WEIGHT_CLASS_NORMAL
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/ballistic/automatic/sniper_rifle/update_icon()
if(magazine)
icon_state = "sniper-mag"
else
icon_state = "sniper"
/obj/item/weapon/gun/ballistic/automatic/sniper_rifle/syndicate
name = "syndicate sniper rifle"
desc = "An illegally modified .50 cal sniper rifle with supression compatibility. Quickscoping still doesn't work."
pin = /obj/item/device/firing_pin/implant/pindicate
origin_tech = "combat=7;syndicate=6"
// Laser rifle (rechargeable magazine) //
/obj/item/weapon/gun/ballistic/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'
casing_ejector = 0
/obj/item/weapon/gun/ballistic/automatic/laser/update_icon()
..()
icon_state = "oldrifle[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
return