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98 lines
3.4 KiB
Plaintext
98 lines
3.4 KiB
Plaintext
//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.
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//Put handheld rocket launchers here if someone ever decides to make something so hilarious ~Paprika
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/obj/item/gun/ballistic/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
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desc = "A break-operated grenade launcher."
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name = "grenade launcher"
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icon_state = "dshotgun-sawn"
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item_state = "gun"
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mag_type = /obj/item/ammo_box/magazine/internal/grenadelauncher
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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w_class = WEIGHT_CLASS_NORMAL
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pin = /obj/item/firing_pin/implant/pindicate
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/obj/item/gun/ballistic/revolver/grenadelauncher/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/grenadelauncher/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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/obj/item/gun/ballistic/revolver/grenadelauncher/cyborg
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desc = "A 6-shot grenade launcher."
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name = "multi grenade launcher"
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icon = 'icons/mecha/mecha_equipment.dmi'
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icon_state = "mecha_grenadelnchr"
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/grenademulti
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/revolver/grenadelauncher/cyborg/attack_self()
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return
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/obj/item/gun/ballistic/automatic/gyropistol
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name = "gyrojet pistol"
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desc = "A prototype pistol designed to fire self propelled rockets."
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icon_state = "gyropistol"
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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mag_type = /obj/item/ammo_box/magazine/m75
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burst_size = 1
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fire_delay = 0
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actions_types = list()
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casing_ejector = FALSE
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/obj/item/gun/ballistic/automatic/gyropistol/update_icon()
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..()
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icon_state = "[initial(icon_state)][magazine ? "loaded" : ""]"
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/obj/item/gun/ballistic/automatic/speargun
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name = "kinetic speargun"
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desc = "A weapon favored by carp hunters. Fires specialized spears using kinetic energy."
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icon_state = "speargun"
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item_state = "speargun"
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w_class = WEIGHT_CLASS_BULKY
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force = 10
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can_suppress = FALSE
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mag_type = /obj/item/ammo_box/magazine/internal/speargun
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fire_sound = 'sound/weapons/grenadelaunch.ogg'
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burst_size = 1
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fire_delay = 0
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select = 0
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actions_types = list()
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casing_ejector = FALSE
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/obj/item/gun/ballistic/automatic/speargun/update_icon()
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return
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/obj/item/gun/ballistic/automatic/speargun/attack_self()
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return
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/obj/item/gun/ballistic/automatic/speargun/attackby(obj/item/A, mob/user, params)
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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] spear\s into \the [src].</span>")
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update_icon()
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chamber_round()
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/obj/item/gun/ballistic/automatic/atlauncher
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desc = "A pre-loaded, single shot anti-armour launcher."
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name = "anti-armour grenade launcher"
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icon_state = "rocketlauncher"
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item_state = "rocketlauncher"
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mag_type = /obj/item/ammo_box/magazine/internal/rocketlauncher
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fire_sound = 'sound/weapons/rocketlaunch.ogg'
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w_class = WEIGHT_CLASS_BULKY
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can_suppress = FALSE
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burst_size = 1
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fire_delay = 0
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select = 0
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actions_types = list()
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casing_ejector = FALSE
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weapon_weight = WEAPON_HEAVY
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/obj/item/gun/ballistic/automatic/atlauncher/attack_self()
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return
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/obj/item/gun/ballistic/automatic/atlauncher/update_icon()
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..()
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icon_state = "rocketlauncher[magazine ? "-[get_ammo(1)]" : ""]" |