this kills the object verbs

This commit is contained in:
paprka
2015-02-25 00:19:53 -08:00
parent 755e99a33d
commit 7a8e78a4c3
5 changed files with 77 additions and 36 deletions

View File

@@ -33,6 +33,11 @@
var/semicd = 0 //cooldown handler
var/heavy_weapon = 0
var/unique_rename = 0 //allows renaming with a pen
var/unique_reskin = 0 //allows one-time reskinning
var/reskinned = 0 //whether or not the gun has been reskinned
var/list/options = list()
lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/guns_righthand.dmi'
@@ -251,6 +256,11 @@
S.update_brightness(user)
update_icon()
verbs -= /obj/item/weapon/gun/proc/toggle_gunlight
if(unique_rename)
if(istype(A, /obj/item/weapon/pen))
rename_gun(user)
..()
return
@@ -305,3 +315,34 @@
if(F.on)
user.AddLuminosity(-F.brightness_on)
SetLuminosity(F.brightness_on)
/obj/item/weapon/gun/attack_hand(mob/user as mob)
if(unique_reskin && !reskinned && loc == user)
reskin_gun(user)
return
..()
/obj/item/weapon/gun/proc/reskin_gun(var/mob/M)
var/choice = input(M,"Warning, you can only reskin your weapon once!","Reskin Gun") in options
if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
if(sawn_state == SAWN_OFF)
icon_state = options[choice] + "-sawn"
if(icon_state == "[initial(icon_state)]-sawn")
return
else
icon_state = options[choice]
if(icon_state == initial(icon_state))
return
M << "Your gun is now skinned as [choice]. Say hello to your new friend."
reskinned = 1
return
/obj/item/weapon/gun/proc/rename_gun(var/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

View File

@@ -128,7 +128,7 @@
var/range_add = 0
var/overheat_time = 20
upgrades = list("diamond" = 0, "screwdriver" = 0, "plasma" = 0)
unique_rename = 1
/obj/item/weapon/gun/energy/kinetic_accelerator/newshot()
..()
@@ -161,6 +161,8 @@
power_supply.rigged = 1 // This is dangerous!
S.use(1)
..()
/obj/item/weapon/gun/energy/kinetic_accelerator/shoot_live_shot()
overheat = 1
spawn(overheat_time)
@@ -192,6 +194,7 @@
origin_tech = "combat=2;magnets=2;syndicate=5"
suppressed = 1
ammo_type = list(/obj/item/ammo_casing/energy/bolt)
unique_rename = 0
/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow/large
name = "energy crossbow"

View File

@@ -22,6 +22,10 @@
update_icon()
chamber_round()
if(unique_rename)
if(istype(A, /obj/item/weapon/pen))
rename_gun(user)
/obj/item/weapon/gun/projectile/revolver/attack_self(mob/living/user as mob)
var/num_unloaded = 0
while (get_ammo() > 0)
@@ -57,6 +61,16 @@
icon_state = "detective"
origin_tech = "combat=2;materials=2"
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["Leopard Spots"] = "detective_leopard"
options["Black Panther"] = "detective_panther"
options["Gold Trim"] = "detective_gold"
options["The Peacemaker"] = "detective_peacemaker"
options["Cancel"] = "detective"
/obj/item/weapon/gun/projectile/revolver/detective/process_fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, var/message = 1, params)
if(magazine.caliber != initial(magazine.caliber))
@@ -69,39 +83,6 @@
return 0
..()
/obj/item/weapon/gun/projectile/revolver/detective/verb/rename_gun()
set name = "Name Gun"
set category = "Object"
set desc = "Click to rename your gun."
var/mob/M = usr
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 1
/obj/item/weapon/gun/projectile/revolver/detective/verb/reskin_gun()
set name = "Reskin gun"
set category = "Object"
set desc = "Click to reskin your gun."
var/mob/M = usr
var/list/options = list()
options["The Original"] = "detective"
options["Leopard Spots"] = "detective_leopard"
options["Black Panther"] = "detective_panther"
options["Gold Trim"] = "detective_gold"
options["The Peacemaker"] = "detective_peacemaker"
var/choice = input(M,"What do you want to skin the gun to?","Reskin Gun") in options
if(src && choice && !M.stat && in_range(M,src) && !M.restrained() && M.canmove)
icon_state = options[choice]
M << "Your gun is now skinned as [choice]. Say hello to your new friend."
return 1
/obj/item/weapon/gun/projectile/revolver/detective/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
if(istype(A, /obj/item/weapon/screwdriver))

View File

@@ -139,6 +139,17 @@
origin_tech = "combat=3;materials=1"
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/dualshot
sawn_desc = "Omar's coming!"
unique_rename = 1
unique_reskin = 1
/obj/item/weapon/gun/projectile/revolver/doublebarrel/New()
..()
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"] = "dshotgun"
/obj/item/weapon/gun/projectile/revolver/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
@@ -179,6 +190,8 @@
origin_tech = "combat=2;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/improvised
sawn_desc = "I'm just here for the gasoline."
unique_rename = 0
unique_reskin = 0
/obj/item/weapon/gun/projectile/revolver/doublebarrel/improvised/attackby(var/obj/item/A as obj, mob/user as mob, params)
..()
@@ -193,7 +206,8 @@
user << "<span class='warning'>You need at least ten lengths of cable if you want to make a sling.</span>"
return
//Sawing guns related procs
// Sawing guns related procs //
/obj/item/weapon/gun/projectile/proc/blow_up(mob/user as mob)
. = 0
for(var/obj/item/ammo_casing/AC in magazine.stored_ammo)
@@ -228,7 +242,7 @@
user.visible_message("<span class='warning'>[user] shortens \the [src]!</span>", "<span class='warning'>You shorten \the [src]!</span>")
name = "sawn-off [src.name]"
desc = sawn_desc
icon_state = initial(icon_state) + "-sawn"
icon_state = "[icon_state]-sawn"
w_class = 3.0
item_state = "gun"
slot_flags &= ~SLOT_BACK //you can't sling it on your back
@@ -240,6 +254,8 @@
sawn_state = SAWN_INTACT
// Bulldog shotgun //
/obj/item/weapon/gun/projectile/automatic/shotgun/bulldog
name = "syndicate 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."

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