Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)

* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
This commit is contained in:
tralezab
2019-07-22 11:00:34 -07:00
committed by AnturK
parent 28f0a5a890
commit 3b49b5378d
37 changed files with 902 additions and 229 deletions

View File

@@ -73,6 +73,15 @@
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/incapacitate
name = "custom incapacitating shot"
desc = "A shotgun casing filled with... something. used to incapacitate targets."
icon_state = "bountyshell"
projectile_type = /obj/item/projectile/bullet/pellet/shotgun_incapacitate
pellets = 12//double the pellets, but half the stun power of each, which makes this best for just dumping right in someone's face.
variance = 25
materials = list(MAT_METAL=4000)
/obj/item/ammo_casing/shotgun/improvised
name = "improvised shell"
desc = "An extremely weak shotgun shell with multiple small pellets made out of metal shards."

View File

@@ -3,3 +3,9 @@
ammo_type = /obj/item/ammo_casing/caseless/laser/gatling
caliber = "gatling"
max_ammo = 5000
/obj/item/ammo_box/magazine/internal/hook
name = "hook internal tube"
ammo_type = /obj/item/ammo_casing/magic/hook
caliber = "hook"
max_ammo = 1

View File

@@ -36,3 +36,8 @@
name = "riot shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/rubbershot
max_ammo = 6
/obj/item/ammo_box/magazine/internal/shot/bounty
name = "triple-barrel shotgun internal magazine"
ammo_type = /obj/item/ammo_casing/shotgun/incapacitate
max_ammo = 3

View File

@@ -162,7 +162,6 @@
. = ..()
if(unique_reskin && !current_skin && user.canUseTopic(src, BE_CLOSE, NO_DEXTERY))
reskin_obj(user)
// IMPROVISED SHOTGUN //
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised
@@ -210,3 +209,48 @@
w_class = WEIGHT_CLASS_NORMAL
sawn_off = TRUE
slot_flags = ITEM_SLOT_BELT
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"
desc = "Range isn't an issue when you can bring your victim to you."
icon_state = "hookshotgun"
item_state = "shotgun"
load_sound = "sound/weapons/shotguninsert.ogg"
mag_type = /obj/item/ammo_box/magazine/internal/shot/bounty
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
can_be_sawn_off = FALSE
force = 10 //it has a hook on it
attack_verb = list("slashed", "hooked", "stabbed")
hitsound = 'sound/weapons/bladeslice.ogg'
//our hook gun!
var/obj/item/gun/magic/hook/bounty/hook
var/toggled = FALSE
/obj/item/gun/ballistic/shotgun/doublebarrel/hook/Initialize()
. = ..()
hook = new /obj/item/gun/magic/hook/bounty(src)
/obj/item/gun/ballistic/shotgun/doublebarrel/hook/AltClick(mob/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE, ismonkey(user)))
return
if(toggled)
to_chat(user,"<span class='notice'>You switch to the shotgun.</span>")
fire_sound = initial(fire_sound)
else
to_chat(user,"<span class='notice'>You switch to the hook.</span>")
fire_sound = 'sound/weapons/batonextend.ogg'
toggled = !toggled
/obj/item/gun/ballistic/shotgun/doublebarrel/hook/examine(mob/user)
. = ..()
if(toggled)
. += "<span class='notice'>Alt-click to switch to the shotgun.</span>"
else
. += "<span class='notice'>Alt-click to switch to the hook.</span>"
/obj/item/gun/ballistic/shotgun/doublebarrel/hook/afterattack(atom/target, mob/living/user, flag, params)
if(toggled)
hook.afterattack(target, user, flag, params)
else
return ..()

View File

@@ -67,6 +67,11 @@
damage = 3
stamina = 11
/obj/item/projectile/bullet/pellet/shotgun_incapacitate
name = "incapacitating pellet"
damage = 1
stamina = 6
/obj/item/projectile/bullet/pellet/Range()
..()
if(damage > 0)