mirror of
https://github.com/VOREStation/VOREStation.git
synced 2026-08-28 22:48:38 +01:00
refactors most spans
This commit is contained in:
@@ -291,13 +291,13 @@
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/obj/item/gun/projectile/automatic/l6_saw/special_check(mob/user)
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if(cover_open)
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to_chat(user, "<span class='warning'>[src]'s cover is open! Close it before firing!</span>")
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to_chat(user, span_warning("[src]'s cover is open! Close it before firing!"))
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return 0
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return ..()
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/obj/item/gun/projectile/automatic/l6_saw/proc/toggle_cover(mob/user)
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cover_open = !cover_open
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to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
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to_chat(user, span_notice("You [cover_open ? "open" : "close"] [src]'s cover."))
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update_icon()
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update_held_icon()
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@@ -324,13 +324,13 @@
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/obj/item/gun/projectile/automatic/l6_saw/load_ammo(var/obj/item/A, mob/user)
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if(!cover_open)
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to_chat(user, "<span class='warning'>You need to open the cover to load [src].</span>")
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to_chat(user, span_warning("You need to open the cover to load [src]."))
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return
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..()
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/obj/item/gun/projectile/automatic/l6_saw/unload_ammo(mob/user, var/allow_dump=1)
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if(!cover_open)
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to_chat(user, "<span class='warning'>You need to open the cover to unload [src].</span>")
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to_chat(user, span_warning("You need to open the cover to unload [src]."))
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return
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..()
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@@ -69,14 +69,14 @@
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/obj/item/gun/projectile/shotgun/pump/rifle/ceremonial/attackby(var/obj/item/A as obj, mob/user as mob)
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if(sawn_off)
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to_chat(user, "<span class='warning'>The [src] is already shortened!</span>")
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to_chat(user, span_warning("The [src] is already shortened!"))
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return
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if(istype(A, /obj/item/surgical/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/pickaxe/plasmacutter) && w_class != ITEMSIZE_NORMAL)
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to_chat(user, "<span class='notice'>You begin to shorten the barrel and stock of \the [src].</span>")
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to_chat(user, span_notice("You begin to shorten the barrel and stock of \the [src]."))
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if(loaded.len)
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afterattack(user, user)
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playsound(src, fire_sound, 50, 1)
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user.visible_message("<span class='danger'>[src] goes off!</span>", "<span class='danger'>The rifle goes off in your face!</span>")
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user.visible_message(span_danger("[src] goes off!"), span_danger("The rifle goes off in your face!"))
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return
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if(do_after(user, 30))
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if(sawn_off)
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@@ -91,7 +91,7 @@
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name = "sawn-off rifle"
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desc = "The firepower of a rifle, now the size of a pistol, with an effective combat range of about three feet. Uses 7.62mm rounds."
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pump_animation = "sawn_rifle-cycling"
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to_chat(user, "<span class='warning'>You shorten the barrel and stock of \the [src]!</span>")
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to_chat(user, span_warning("You shorten the barrel and stock of \the [src]!"))
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sawn_off = TRUE
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else
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..()
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@@ -147,4 +147,4 @@
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/obj/item/gun/projectile/shotgun/pump/rifle/verb/scope()
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set category = "Object"
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set name = "Use Scope"
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set popup_menu = 1
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set popup_menu = 1
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@@ -30,20 +30,20 @@
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loaded -= C
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if(!retracted_bolt)
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to_chat(user, "<span class='notice'>You cycle back the bolt on [src], ejecting the casing and allowing you to reload.</span>")
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to_chat(user, span_notice("You cycle back the bolt on [src], ejecting the casing and allowing you to reload."))
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icon_state = icon_retracted
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retracted_bolt = 1
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return 1
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else if(retracted_bolt && loaded.len)
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to_chat(user, "<span class='notice'>You cycle the loaded round into the chamber, allowing you to fire.</span>")
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to_chat(user, span_notice("You cycle the loaded round into the chamber, allowing you to fire."))
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else
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to_chat(user, "<span class='notice'>You cycle the boly back into position, leaving the gun empty.</span>")
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to_chat(user, span_notice("You cycle the boly back into position, leaving the gun empty."))
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icon_state = initial(icon_state)
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retracted_bolt = 0
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/obj/item/gun/projectile/contender/load_ammo(var/obj/item/A, mob/user)
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if(!retracted_bolt)
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to_chat(user, "<span class='notice'>You can't load [src] without cycling the bolt.</span>")
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to_chat(user, span_notice("You can't load [src] without cycling the bolt."))
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return
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..()
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@@ -56,4 +56,4 @@
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tactical look. For when you really want to make a hole. This one has been \
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modified to work almost like a bolt-action. Uses .357 rounds."
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icon_state = "pockrifle_b"
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icon_retracted = "pockrifle_b-e"
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icon_retracted = "pockrifle_b-e"
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@@ -102,11 +102,11 @@
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/obj/item/gun/projectile/dartgun/examine(mob/user)
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. = ..()
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if(beakers.len)
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. += "<span class='notice'>[src] contains:</span>"
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. += span_notice("[src] contains:")
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for(var/obj/item/reagent_containers/glass/beaker/B in beakers)
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if(B.reagents && B.reagents.reagent_list.len)
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for(var/datum/reagent/R in B.reagents.reagent_list)
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. += "<span class='notice'>[R.volume] units of [R.name]</span>"
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. += span_notice("[R.volume] units of [R.name]")
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/obj/item/gun/projectile/dartgun/attackby(obj/item/I as obj, mob/user as mob)
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if(istype(I, /obj/item/reagent_containers/glass))
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@@ -41,7 +41,7 @@
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if(!M.mind) return 0
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var/job = M.mind.assigned_role
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if(job != JOB_DETECTIVE && job != JOB_SECURITY_OFFICER && job != JOB_WARDEN && job != JOB_HEAD_OF_SECURITY )
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to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
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to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
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return 0
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var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
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@@ -234,7 +234,7 @@
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if(!user.item_is_in_hands(src))
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..()
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return
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to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
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to_chat(user, span_notice("You unscrew [silenced] from [src]."))
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user.put_in_hands(silenced)
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silenced = 0
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w_class = ITEMSIZE_SMALL
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@@ -245,10 +245,10 @@
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/obj/item/gun/projectile/pistol/attackby(obj/item/I as obj, mob/living/user as mob)
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if(istype(I, /obj/item/silencer))
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if(!user.item_is_in_hands(src)) //if we're not in his hands
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to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
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to_chat(user, span_notice("You'll need [src] in your hands to do that."))
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return
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user.drop_item()
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to_chat(user, "<span class='notice'>You screw [I] onto [src].</span>")
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to_chat(user, span_notice("You screw [I] onto [src]."))
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silenced = I //dodgy?
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w_class = ITEMSIZE_NORMAL
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I.loc = src //put the silencer into the gun
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@@ -290,7 +290,7 @@
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if(!user.item_is_in_hands(src))
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..()
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return
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to_chat(user, "<span class='notice'>You unscrew [silenced] from [src].</span>")
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to_chat(user, span_notice("You unscrew [silenced] from [src]."))
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user.put_in_hands(silenced)
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silenced = 0
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update_icon()
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@@ -300,10 +300,10 @@
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/obj/item/gun/projectile/aps/attackby(obj/item/I as obj, mob/living/user as mob)
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if(istype(I, /obj/item/silencer))
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if(!user.item_is_in_hands(src)) //if we're not in his hands
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to_chat(user, "<span class='notice'>You'll need [src] in your hands to do that.</span>")
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to_chat(user, span_notice("You'll need [src] in your hands to do that."))
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return
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user.drop_item()
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to_chat(user, "<span class='notice'>You screw [I] onto [src].</span>")
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to_chat(user, span_notice("You screw [I] onto [src]."))
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silenced = I //dodgy?
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I.loc = src //put the silencer into the gun
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update_icon()
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@@ -24,8 +24,8 @@
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set category = "Object"
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chamber_offset = 0
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visible_message("<span class='warning'>\The [usr] spins the cylinder of \the [src]!</span>", \
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"<span class='notice'>You hear something metallic spin and click.</span>")
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visible_message(span_warning("\The [usr] spins the cylinder of \the [src]!"), \
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span_notice("You hear something metallic spin and click."))
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playsound(src, 'sound/weapons/revolver_spin.ogg', 100, 1)
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loaded = shuffle(loaded)
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if(rand(1,max_shells) > loaded.len)
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@@ -64,7 +64,7 @@
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var/mob/M = usr
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if(!M.mind) return 0
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if(!M.mind.assigned_role == JOB_DETECTIVE)
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to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
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to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
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return 0
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var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
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@@ -92,7 +92,7 @@
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if(!M.mind) return 0
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var/job = M.mind.assigned_role
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if(job != JOB_DETECTIVE)
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to_chat(M, "<span class='notice'>You don't feel cool enough to name this gun, chump.</span>")
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to_chat(M, span_notice("You don't feel cool enough to name this gun, chump."))
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return 0
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var/input = sanitizeSafe(input(usr, "What do you want to name the gun?", ,""), MAX_NAME_LEN)
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@@ -253,7 +253,7 @@
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if(!M.mind)
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return 0
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to_chat(M, "<span class='notice'>You change the firing mode on \the [src].</span>")
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to_chat(M, span_notice("You change the firing mode on \the [src]."))
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if(!flipped_firing)
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if(max_shells && secondary_max_shells)
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max_shells = secondary_max_shells
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@@ -292,8 +292,8 @@
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set category = "Object"
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chamber_offset = 0
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visible_message("<span class='warning'>\The [usr] spins the cylinder of \the [src]!</span>", \
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"<span class='notice'>You hear something metallic spin and click.</span>")
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visible_message(span_warning("\The [usr] spins the cylinder of \the [src]!"), \
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span_notice("You hear something metallic spin and click."))
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playsound(src, 'sound/weapons/revolver_spin.ogg', 100, 1)
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if(!flipped_firing)
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loaded = shuffle(loaded)
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@@ -163,7 +163,7 @@
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options["Blued"] = "dshotgun_b"
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var/choice = tgui_input_list(M,"Choose your sprite!","Resprite Gun", options)
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if(sawn_off)
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to_chat(M, "<span class='warning'>The [src] is already shortened and cannot be resprited!</span>")
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to_chat(M, span_warning("The [src] is already shortened and cannot be resprited!"))
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return
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if(src && choice && !M.stat && in_range(M,src))
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icon_state = options[choice]
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@@ -174,14 +174,14 @@
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//this is largely hacky and bad :( -Pete //less hacky and bad now :) -Ghost
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/obj/item/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
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if(sawn_off)
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to_chat(user, "<span class='warning'>The [src] is already shortened!</span>")
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to_chat(user, span_warning("The [src] is already shortened!"))
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return
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if(istype(A, /obj/item/surgical/circular_saw) || istype(A, /obj/item/melee/energy) || istype(A, /obj/item/pickaxe/plasmacutter))
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to_chat(user, "<span class='notice'>You begin to shorten the barrel of \the [src].</span>")
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to_chat(user, span_notice("You begin to shorten the barrel of \the [src]."))
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if(loaded.len)
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var/burstsetting = burst
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burst = 2
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user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
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user.visible_message(span_danger("The shotgun goes off!"), span_danger("The shotgun goes off in your face!"))
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Fire_userless(user)
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user.hud_used.update_ammo_hud(user, src) // TGMC Ammo HUD Port
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burst = burstsetting
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@@ -200,7 +200,7 @@
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slot_flags |= (SLOT_BELT|SLOT_HOLSTER) // but you can wear it on your belt (poorly concealed under a trenchcoat, ideally) - or in a holster, why not.
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name = "sawn-off shotgun"
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desc = "Omar's coming!"
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to_chat(user, "<span class='warning'>You shorten the barrel of \the [src]!</span>")
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to_chat(user, span_warning("You shorten the barrel of \the [src]!"))
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sawn_off = TRUE
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else
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..()
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@@ -233,4 +233,3 @@
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load_method = SINGLE_CASING
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max_shells = 5
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ammo_type = /obj/item/ammo_casing/a12g/beanbag
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@@ -45,8 +45,8 @@
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var/mob/living/user = loc
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stock = !stock
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if(stock)
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user.visible_message("<span class='warning'>With a fluid movement, [user] unfolds their shotgun's stock and foregrip.</span>",\
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"<span class='warning'>You unfold the shotgun's stock and foregrip.</span>",\
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user.visible_message(span_warning("With a fluid movement, [user] unfolds their shotgun's stock and foregrip."),\
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span_warning("You unfold the shotgun's stock and foregrip."),\
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"You hear an ominous click.")
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icon_state = "compshot"
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item_state = icon_state
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@@ -55,7 +55,7 @@
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recoil = 1 //As above, stock and foregrip would help with the kick
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else
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user.visible_message("<b>\The [user]</b> collapses their shotgun's stock and fold it's foregrip.",\
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"<span class='notice'>You fold the shotgun's stock and foregrip.</span>",\
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span_notice("You fold the shotgun's stock and foregrip."),\
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"You hear a click.")
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icon_state = "compshotc"
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item_state = icon_state
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@@ -82,7 +82,7 @@
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if (isliving(usr))
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toggle_stock()
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else
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to_chat(usr, "<span class='notice'>You cannot do this in your current state.</span>")
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to_chat(usr, span_notice("You cannot do this in your current state."))
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/obj/item/gun/projectile/shotgun/compact/attack_self(mob/user as mob)
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@@ -92,7 +92,7 @@
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if (isliving(usr))
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toggle_stock()
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else
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to_chat(usr, "<span class='notice'>You cannot do this in your current state.</span>")
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to_chat(usr, span_notice("You cannot do this in your current state."))
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/obj/item/gun/projectile/shotgun/compact/ui_action_click()
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var/mob/living/user = loc
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@@ -51,20 +51,20 @@
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/obj/item/gun/projectile/smartgun/load_ammo(var/obj/item/A, mob/user)
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if(closed)
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to_chat(user, "<span class='warning'>[src] can't be loaded until you un-ready it. (Alt-click)</span>")
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to_chat(user, span_warning("[src] can't be loaded until you un-ready it. (Alt-click)"))
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return
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return ..()
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/obj/item/gun/projectile/smartgun/unload_ammo(mob/user, var/allow_dump=0)
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if(closed)
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to_chat(user, "<span class='warning'>[src] can't be unloaded until you un-ready it. (Alt-click)</span>")
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to_chat(user, span_warning("[src] can't be unloaded until you un-ready it. (Alt-click)"))
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return
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return ..()
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/obj/item/gun/projectile/smartgun/AltClick(mob/user)
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if(ishuman(user) && !user.incapacitated() && Adjacent(user))
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if(cycling)
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to_chat(user, "<span class='warning'>[src] is still cycling!</span>")
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to_chat(user, span_warning("[src] is still cycling!"))
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return
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cycling = TRUE
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@@ -72,11 +72,11 @@
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if(closed)
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icon_state = "[initial(icon_state)]_open"
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playsound(src, 'sound/weapons/smartgunopen.ogg', 75, 0)
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to_chat(user, "<span class='notice'>You unready [src] so that it can be reloaded.</span>")
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to_chat(user, span_notice("You unready [src] so that it can be reloaded."))
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else
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icon_state = "[initial(icon_state)]_closed"
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playsound(src, 'sound/weapons/smartgunclose.ogg', 75, 0)
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to_chat(user, "<span class='notice'>You ready [src] so that it can be fired.</span>")
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to_chat(user, span_notice("You ready [src] so that it can be fired."))
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addtimer(CALLBACK(src, PROC_REF(toggle_real_state)), 2 SECONDS, TIMER_UNIQUE)
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/obj/item/gun/projectile/smartgun/proc/toggle_real_state()
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@@ -35,21 +35,21 @@
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bolt_open = !bolt_open
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if(bolt_open)
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if(chambered)
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to_chat(user, "<span class='notice'>You work the bolt open, ejecting [chambered]!</span>")
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to_chat(user, span_notice("You work the bolt open, ejecting [chambered]!"))
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chambered.loc = get_turf(src)
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loaded -= chambered
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chambered = null
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else
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to_chat(user, "<span class='notice'>You work the bolt open.</span>")
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to_chat(user, span_notice("You work the bolt open."))
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else
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to_chat(user, "<span class='notice'>You work the bolt closed.</span>")
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to_chat(user, span_notice("You work the bolt closed."))
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bolt_open = 0
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add_fingerprint(user)
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update_icon()
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/obj/item/gun/projectile/heavysniper/special_check(mob/user)
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if(bolt_open)
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to_chat(user, "<span class='warning'>You can't fire [src] while the bolt is open!</span>")
|
||||
to_chat(user, span_warning("You can't fire [src] while the bolt is open!"))
|
||||
return 0
|
||||
return ..()
|
||||
|
||||
@@ -110,4 +110,4 @@
|
||||
set name = "Use Scope"
|
||||
set popup_menu = 1
|
||||
|
||||
toggle_scope(2.0)
|
||||
toggle_scope(2.0)
|
||||
|
||||
@@ -11,15 +11,15 @@
|
||||
return
|
||||
|
||||
if(chambered)
|
||||
to_chat(user, "<span class='warning'>You need to empty the rifle to break it down.</span>")
|
||||
to_chat(user, span_warning("You need to empty the rifle to break it down."))
|
||||
else
|
||||
collapse_rifle(user)
|
||||
|
||||
/obj/item/gun/projectile/heavysniper/proc/collapse_rifle(mob/user)
|
||||
to_chat(user, "<span class='warning'>You begin removing \the [src]'s barrel.</span>")
|
||||
to_chat(user, span_warning("You begin removing \the [src]'s barrel."))
|
||||
if(do_after(user, 40))
|
||||
if(user.unEquip(src, force=1))
|
||||
to_chat(user, "<span class='warning'>You remove \the [src]'s barrel.</span>")
|
||||
to_chat(user, span_warning("You remove \the [src]'s barrel."))
|
||||
qdel(src)
|
||||
var/obj/item/barrel = new /obj/item/sniper_rifle_part/barrel(user)
|
||||
var/obj/item/sniper_rifle_part/assembly = new /obj/item/sniper_rifle_part/trigger_group(user)
|
||||
@@ -71,14 +71,14 @@
|
||||
|
||||
/obj/item/sniper_rifle_part/attack_self(mob/user as mob)
|
||||
if(part_count == 1)
|
||||
to_chat(user, "<span class='warning'>You can't disassemble this further!</span>")
|
||||
to_chat(user, span_warning("You can't disassemble this further!"))
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You start disassembling \the [src].</span>")
|
||||
to_chat(user, span_notice("You start disassembling \the [src]."))
|
||||
if(!do_after(user, 40))
|
||||
return
|
||||
|
||||
to_chat(user, "<span class='notice'>You disassemble \the [src].</span>")
|
||||
to_chat(user, span_notice("You disassemble \the [src]."))
|
||||
for(var/obj/item/sniper_rifle_part/P in list(barrel, stock, trigger_group))
|
||||
if(P.barrel != P)
|
||||
P.barrel = null
|
||||
@@ -94,7 +94,7 @@
|
||||
|
||||
/obj/item/sniper_rifle_part/attackby(var/obj/item/sniper_rifle_part/A as obj, mob/user as mob)
|
||||
|
||||
to_chat(user, "<span class='notice'>You begin adding \the [A] to \the [src].</span>")
|
||||
to_chat(user, span_notice("You begin adding \the [A] to \the [src]."))
|
||||
if(!do_after(user, 30))
|
||||
return
|
||||
|
||||
@@ -102,14 +102,14 @@
|
||||
|
||||
if(istype(A, /obj/item/sniper_rifle_part/trigger_group))
|
||||
if(A.part_count > 1 && src.part_count > 1)
|
||||
to_chat(user, "<span class='warning'>Disassemble one of these parts first!</span>")
|
||||
to_chat(user, span_warning("Disassemble one of these parts first!"))
|
||||
return
|
||||
|
||||
if(!trigger_group)
|
||||
if(user.unEquip(A, force=1))
|
||||
trigger_group = A
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's already a trigger group!</span>")
|
||||
to_chat(user, span_warning("There's already a trigger group!"))
|
||||
return
|
||||
|
||||
else if(istype(A, /obj/item/sniper_rifle_part/barrel))
|
||||
@@ -117,7 +117,7 @@
|
||||
if(user.unEquip(A, force=1))
|
||||
barrel = A
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's already a barrel!</span>")
|
||||
to_chat(user, span_warning("There's already a barrel!"))
|
||||
return
|
||||
|
||||
else if(istype(A, /obj/item/sniper_rifle_part/stock))
|
||||
@@ -125,11 +125,11 @@
|
||||
if(user.unEquip(A, force=1))
|
||||
stock = A
|
||||
else
|
||||
to_chat(user, "<span class='warning'>There's already a stock!</span>")
|
||||
to_chat(user, span_warning("There's already a stock!"))
|
||||
return
|
||||
|
||||
A.forceMove(src)
|
||||
to_chat(user, "<span class='notice'>You install \the [A].</span>")
|
||||
to_chat(user, span_notice("You install \the [A]."))
|
||||
|
||||
if(A.barrel && !src.barrel)
|
||||
src.barrel = A.barrel
|
||||
|
||||
Reference in New Issue
Block a user