mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2026-01-01 20:54:38 +00:00
361 lines
13 KiB
Plaintext
361 lines
13 KiB
Plaintext
/obj/item/gun/ballistic/revolver
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name = "\improper .357 revolver"
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desc = "A suspicious revolver. Uses .357 ammo." //usually used by syndicates
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icon_state = "revolver"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder
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casing_ejector = FALSE
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/obj/item/gun/ballistic/revolver/Initialize()
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. = ..()
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if(!istype(magazine, /obj/item/ammo_box/magazine/internal/cylinder))
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verbs -= /obj/item/gun/ballistic/revolver/verb/spin
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/obj/item/gun/ballistic/revolver/chamber_round(spin = 1)
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if(spin)
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chambered = magazine.get_round(1)
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else
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chambered = magazine.stored_ammo[1]
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/obj/item/gun/ballistic/revolver/shoot_with_empty_chamber(mob/living/user as mob|obj)
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..()
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chamber_round(1)
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/obj/item/gun/ballistic/revolver/attackby(obj/item/A, mob/user, params)
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. = ..()
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if(.)
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return
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var/num_loaded = magazine.attackby(A, user, params, 1)
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if(num_loaded)
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to_chat(user, "<span class='notice'>You load [num_loaded] shell\s into \the [src].</span>")
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playsound(user, 'sound/weapons/bulletinsert.ogg', 60, 1)
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A.update_icon()
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update_icon()
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chamber_round(0)
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/obj/item/gun/ballistic/revolver/attack_self(mob/living/user)
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var/num_unloaded = 0
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chambered = null
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while (get_ammo() > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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if(CB)
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CB.forceMove(drop_location())
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CB.bounce_away(FALSE, NONE)
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num_unloaded++
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if (num_unloaded)
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to_chat(user, "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>")
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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/obj/item/gun/ballistic/revolver/verb/spin()
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set name = "Spin Chamber"
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set category = "Object"
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set desc = "Click to spin your revolver's chamber."
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var/mob/M = usr
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if(M.stat || !in_range(M,src))
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return
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if(do_spin())
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usr.visible_message("[usr] spins [src]'s chamber.", "<span class='notice'>You spin [src]'s chamber.</span>")
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else
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verbs -= /obj/item/gun/ballistic/revolver/verb/spin
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/obj/item/gun/ballistic/revolver/proc/do_spin()
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var/obj/item/ammo_box/magazine/internal/cylinder/C = magazine
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. = istype(C)
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if(.)
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C.spin()
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chamber_round(0)
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/obj/item/gun/ballistic/revolver/can_shoot()
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return get_ammo(0,0)
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/obj/item/gun/ballistic/revolver/get_ammo(countchambered = 0, countempties = 1)
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var/boolets = 0 //mature var names for mature people
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if (chambered && countchambered)
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boolets++
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if (magazine)
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boolets += magazine.ammo_count(countempties)
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return boolets
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/obj/item/gun/ballistic/revolver/examine(mob/user)
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..()
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to_chat(user, "[get_ammo(0,0)] of those are live rounds.")
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/obj/item/gun/ballistic/revolver/detective
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name = "\improper .38 Mars Special"
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desc = "A cheap Martian knock-off of a classic law enforcement firearm. Uses .38-special rounds."
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icon_state = "detective"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev38
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obj_flags = UNIQUE_RENAME
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unique_reskin = list("Default" = "detective",
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"Leopard Spots" = "detective_leopard",
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"Black Panther" = "detective_panther",
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"Gold Trim" = "detective_gold",
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"The Peacemaker" = "detective_peacemaker"
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)
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/obj/item/gun/ballistic/revolver/detective/process_fire(atom/target, mob/living/user, message = TRUE, params = null, zone_override = "", bonus_spread = 0)
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if(magazine.caliber != initial(magazine.caliber))
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if(prob(70 - (magazine.ammo_count() * 10))) //minimum probability of 10, maximum of 60
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playsound(user, fire_sound, 50, 1)
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to_chat(user, "<span class='userdanger'>[src] blows up in your face!</span>")
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user.take_bodypart_damage(0,20)
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user.dropItemToGround(src)
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return 0
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..()
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/obj/item/gun/ballistic/revolver/detective/screwdriver_act(mob/living/user, obj/item/I)
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if(..())
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return TRUE
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if(magazine.caliber == "38")
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to_chat(user, "<span class='notice'>You begin to reinforce the barrel of [src]...</span>")
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if(magazine.ammo_count())
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afterattack(user, user) //you know the drill
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='userdanger'>[src] goes off in your face!</span>")
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return TRUE
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if(I.use_tool(src, user, 30))
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if(magazine.ammo_count())
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to_chat(user, "<span class='warning'>You can't modify it!</span>")
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return TRUE
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magazine.caliber = "357"
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desc = "The barrel and chamber assembly seems to have been modified."
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to_chat(user, "<span class='notice'>You reinforce the barrel of [src]. Now it will fire .357 rounds.</span>")
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else
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to_chat(user, "<span class='notice'>You begin to revert the modifications to [src]...</span>")
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if(magazine.ammo_count())
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afterattack(user, user) //and again
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='userdanger'>[src] goes off in your face!</span>")
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return TRUE
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if(I.use_tool(src, user, 30))
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if(magazine.ammo_count())
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to_chat(user, "<span class='warning'>You can't modify it!</span>")
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return
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magazine.caliber = "38"
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desc = initial(desc)
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to_chat(user, "<span class='notice'>You remove the modifications on [src]. Now it will fire .38 rounds.</span>")
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return TRUE
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/obj/item/gun/ballistic/revolver/mateba
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name = "\improper Unica 6 auto-revolver"
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desc = "A retro high-powered autorevolver typically used by officers of the New Russia military. Uses .357 ammo."
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icon_state = "mateba"
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/obj/item/gun/ballistic/revolver/golden
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name = "\improper Golden revolver"
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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."
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icon_state = "goldrevolver"
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fire_sound = 'sound/weapons/resonator_blast.ogg'
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recoil = 8
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/nagant
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name = "\improper Nagant revolver"
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desc = "An old model of revolver that originated in Russia. Able to be suppressed. Uses 7.62x38mmR ammo."
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icon_state = "nagant"
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can_suppress = TRUE
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rev762
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// A gun to play Russian Roulette!
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// You can spin the chamber to randomize the position of the bullet.
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/obj/item/gun/ballistic/revolver/russian
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name = "\improper Russian revolver"
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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."
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/rus357
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var/spun = FALSE
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/obj/item/gun/ballistic/revolver/russian/Initialize()
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. = ..()
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do_spin()
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spun = TRUE
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update_icon()
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/obj/item/gun/ballistic/revolver/russian/attackby(obj/item/A, mob/user, params)
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..()
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if(get_ammo() > 0)
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spin()
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spun = TRUE
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update_icon()
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A.update_icon()
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return
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/obj/item/gun/ballistic/revolver/russian/attack_self(mob/user)
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if(!spun && can_shoot())
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spin()
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spun = TRUE
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return
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..()
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/obj/item/gun/ballistic/revolver/russian/afterattack(atom/target, mob/living/user, flag, params)
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. = ..(null, user, flag, params)
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if(flag)
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if(!(target in user.contents) && ismob(target))
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if(user.a_intent == INTENT_HARM) // Flogging action
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return
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if(isliving(user))
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if(!can_trigger_gun(user))
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return
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if(target != user)
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if(ismob(target))
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to_chat(user, "<span class='warning'>A mechanism prevents you from shooting anyone but yourself!</span>")
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(!spun)
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to_chat(user, "<span class='warning'>You need to spin the revolver's chamber first!</span>")
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return
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spun = FALSE
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if(chambered)
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var/obj/item/ammo_casing/AC = chambered
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if(AC.fire_casing(user, user))
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playsound(user, fire_sound, 50, 1)
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var/zone = check_zone(user.zone_selected)
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var/obj/item/bodypart/affecting = H.get_bodypart(zone)
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if(zone == BODY_ZONE_HEAD || zone == BODY_ZONE_PRECISE_EYES || zone == BODY_ZONE_PRECISE_MOUTH)
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shoot_self(user, affecting)
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else
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user.visible_message("<span class='danger'>[user.name] cowardly fires [src] at [user.p_their()] [affecting.name]!</span>", "<span class='userdanger'>You cowardly fire [src] at your [affecting.name]!</span>", "<span class='italics'>You hear a gunshot!</span>")
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chambered = null
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return
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user.visible_message("<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/ballistic/revolver/russian/proc/shoot_self(mob/living/carbon/human/user, affecting = BODY_ZONE_HEAD)
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user.apply_damage(300, BRUTE, affecting)
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user.visible_message("<span class='danger'>[user.name] fires [src] at [user.p_their()] head!</span>", "<span class='userdanger'>You fire [src] at your head!</span>", "<span class='italics'>You hear a gunshot!</span>")
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/obj/item/gun/ballistic/revolver/russian/soul
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name = "cursed Russian revolver"
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desc = "To play with this revolver requires wagering your very soul."
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/obj/item/gun/ballistic/revolver/russian/soul/shoot_self(mob/living/user)
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..()
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var/obj/item/soulstone/anybody/SS = new /obj/item/soulstone/anybody(get_turf(src))
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if(!SS.transfer_soul("FORCE", user)) //Something went wrong
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qdel(SS)
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return
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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 forfeit!</span>")
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/////////////////////////////
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// DOUBLE BARRELED SHOTGUN //
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/////////////////////////////
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/obj/item/gun/ballistic/revolver/doublebarrel
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name = "double-barreled shotgun"
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desc = "A true classic."
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icon_state = "dshotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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weapon_weight = WEAPON_MEDIUM
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force = 10
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flags_1 = CONDUCT_1
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slot_flags = ITEM_SLOT_BACK
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mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
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sawn_desc = "Omar's coming!"
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obj_flags = UNIQUE_RENAME
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unique_reskin = list("Default" = "dshotgun",
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"Dark Red Finish" = "dshotgun-d",
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"Ash" = "dshotgun-f",
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"Faded Grey" = "dshotgun-g",
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"Maple" = "dshotgun-l",
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"Rosewood" = "dshotgun-p"
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)
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/obj/item/gun/ballistic/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
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chamber_round()
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if(istype(A, /obj/item/melee/transforming/energy))
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var/obj/item/melee/transforming/energy/W = A
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if(W.active)
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sawoff(user)
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if(istype(A, /obj/item/circular_saw) || istype(A, /obj/item/gun/energy/plasmacutter))
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sawoff(user)
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/obj/item/gun/ballistic/revolver/doublebarrel/attack_self(mob/living/user)
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var/num_unloaded = 0
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while (get_ammo() > 0)
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var/obj/item/ammo_casing/CB
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CB = magazine.get_round(0)
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chambered = null
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CB.forceMove(drop_location())
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CB.update_icon()
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num_unloaded++
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if (num_unloaded)
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to_chat(user, "<span class='notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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// IMPROVISED SHOTGUN //
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised
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name = "improvised shotgun"
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desc = "Essentially a tube that aims shotgun shells."
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icon_state = "ishotgun"
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item_state = "shotgun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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slot_flags = null
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mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
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sawn_desc = "I'm just here for the gasoline."
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unique_reskin = null
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var/slung = FALSE
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
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..()
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if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
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var/obj/item/stack/cable_coil/C = A
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if(C.use(10))
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slot_flags = ITEM_SLOT_BACK
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to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
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slung = TRUE
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update_icon()
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else
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to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/update_icon()
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..()
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if(slung)
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icon_state += "sling"
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawoff(mob/user)
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. = ..()
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if(. && slung) //sawing off the gun removes the sling
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new /obj/item/stack/cable_coil(get_turf(src), 10)
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slung = 0
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update_icon()
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/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
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name = "sawn-off improvised shotgun"
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desc = "A single-shot shotgun. Better not miss."
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icon_state = "ishotgun"
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item_state = "gun"
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w_class = WEIGHT_CLASS_NORMAL
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sawn_off = TRUE
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slot_flags = ITEM_SLOT_BELT
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/obj/item/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
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clumsy_check = 0
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((user.has_trait(TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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return ..()
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if(process_fire(user, user, FALSE, null, BODY_ZONE_HEAD))
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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user.emote("scream")
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user.drop_all_held_items()
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user.Knockdown(80)
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