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Dipping a lit cigarette into a reagent container heats up the liquid (like every other heat sources) and only unlit cigarette can be dipped to absorb the liquids now.
160 lines
4.6 KiB
Plaintext
160 lines
4.6 KiB
Plaintext
/obj/item/ammo_casing
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name = "bullet casing"
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desc = "A bullet casing."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "s-casing"
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flags = CONDUCT
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slot_flags = SLOT_BELT
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throwforce = 0
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w_class = 1
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var/fire_sound = null //What sound should play when this ammo is fired
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var/caliber = null //Which kind of guns it can be loaded into
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var/projectile_type = null //The bullet type to create when New() is called
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var/obj/item/projectile/BB = null //The loaded bullet
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var/pellets = 0 //Pellets for spreadshot
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var/variance = 0 //Variance for inaccuracy fundamental to the casing
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var/delay = 0 //Delay for energy weapons
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/obj/item/ammo_casing/New()
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..()
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if(projectile_type)
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BB = new projectile_type(src)
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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dir = pick(alldirs)
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update_icon()
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/obj/item/ammo_casing/update_icon()
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..()
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icon_state = "[initial(icon_state)][BB ? "-live" : ""]"
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desc = "[initial(desc)][BB ? "" : " This one is spent"]"
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/obj/item/ammo_casing/proc/newshot() //For energy weapons, shotgun shells and wands (!).
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if (!BB)
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BB = new projectile_type(src)
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return
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/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/ammo_box))
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var/obj/item/ammo_box/box = I
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if(isturf(loc))
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var/boolets = 0
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for(var/obj/item/ammo_casing/bullet in loc)
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if (box.stored_ammo.len >= box.max_ammo)
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break
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if (bullet.BB)
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if (box.give_round(bullet, 0))
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boolets++
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else
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continue
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if (boolets > 0)
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box.update_icon()
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user << "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>"
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else
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user << "<span class='warning'>You fail to collect anything!</span>"
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else
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..()
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//Boxes of ammo
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/obj/item/ammo_box
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name = "ammo box (null_reference_exception)"
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desc = "A box of ammo."
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icon_state = "357"
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icon = 'icons/obj/ammo.dmi'
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flags = CONDUCT
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slot_flags = SLOT_BELT
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item_state = "syringe_kit"
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materials = list(MAT_METAL=30000)
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throwforce = 2
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w_class = 1
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throw_speed = 3
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throw_range = 7
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var/list/stored_ammo = list()
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var/ammo_type = /obj/item/ammo_casing
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var/max_ammo = 7
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var/multiple_sprites = 0
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var/caliber
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var/multiload = 1
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/obj/item/ammo_box/New()
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for(var/i = 1, i <= max_ammo, i++)
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stored_ammo += new ammo_type(src)
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update_icon()
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/obj/item/ammo_box/proc/get_round(keep = 0)
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if (!stored_ammo.len)
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return null
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else
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var/b = stored_ammo[stored_ammo.len]
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stored_ammo -= b
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if (keep)
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stored_ammo.Insert(1,b)
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return b
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/obj/item/ammo_box/proc/give_round(obj/item/ammo_casing/R, replace_spent = 0)
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// Boxes don't have a caliber type, magazines do. Not sure if it's intended or not, but if we fail to find a caliber, then we fall back to ammo_type.
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if(!R || (caliber && R.caliber != caliber) || (!caliber && R.type != ammo_type))
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return 0
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if (stored_ammo.len < max_ammo)
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stored_ammo += R
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R.loc = src
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return 1
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//for accessibles magazines (e.g internal ones) when full, start replacing spent ammo
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else if(replace_spent)
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for(var/obj/item/ammo_casing/AC in stored_ammo)
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if(!AC.BB)//found a spent ammo
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stored_ammo -= AC
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AC.loc = get_turf(src.loc)
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stored_ammo += R
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R.loc = src
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return 1
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return 0
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/obj/item/ammo_box/attackby(obj/item/A, mob/user, params, silent = 0, replace_spent = 0)
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var/num_loaded = 0
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if(istype(A, /obj/item/ammo_box))
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var/obj/item/ammo_box/AM = A
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for(var/obj/item/ammo_casing/AC in AM.stored_ammo)
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var/did_load = give_round(AC, replace_spent)
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if(did_load)
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AM.stored_ammo -= AC
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num_loaded++
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if(!did_load || !multiload)
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break
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if(istype(A, /obj/item/ammo_casing))
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var/obj/item/ammo_casing/AC = A
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if(give_round(AC, replace_spent))
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user.drop_item()
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AC.loc = src
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num_loaded++
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if(num_loaded)
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if(!silent)
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user << "<span class='notice'>You load [num_loaded] shell\s into \the [src]!</span>"
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A.update_icon()
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update_icon()
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return num_loaded
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/obj/item/ammo_box/attack_self(mob/user)
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var/obj/item/ammo_casing/A = get_round()
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if(A)
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user.put_in_hands(A)
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user << "<span class='notice'>You remove a round from \the [src]!</span>"
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update_icon()
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/obj/item/ammo_box/update_icon()
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switch(multiple_sprites)
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if(1)
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icon_state = "[initial(icon_state)]-[stored_ammo.len]"
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if(2)
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icon_state = "[initial(icon_state)]-[stored_ammo.len ? "[max_ammo]" : "0"]"
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desc = "[initial(desc)] There are [stored_ammo.len] shell\s left!"
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//Behavior for magazines
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/obj/item/ammo_box/magazine/proc/ammo_count()
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return stored_ammo.len |