mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
General bugfixing
Moved cell charger emag behaviour into the general system. Damn you, dylan. Fixed #4849, helmet wasn't updating the right icons. Fixes a runtime (caused by bees) with static_overlays. Absolute pathed shotgun.dm, also fixed #4499, shotgun now keeps shells loaded.
This commit is contained in:
@@ -55,6 +55,8 @@
|
||||
usr << "You push the [src] up out of your face."
|
||||
usr.update_inv_head() //so our mob-overlays update
|
||||
usr.update_inv_wear_mask()
|
||||
usr.update_inv_glasses()
|
||||
usr.update_inv_ears()
|
||||
|
||||
|
||||
/*
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
/mob/living/New()
|
||||
. = ..()
|
||||
generate_static_overlay()
|
||||
if(static_overlays.len)
|
||||
if(static_overlays && static_overlays.len)
|
||||
for(var/mob/living/silicon/robot/mommi/MoMMI in player_list)
|
||||
if(MoMMI.can_see_static())
|
||||
if(MoMMI.static_choice in static_overlays)
|
||||
@@ -17,7 +17,8 @@
|
||||
MoMMI.static_overlays.Remove(I) //no checks, since it's either there or its not
|
||||
MoMMI.client.images.Remove(I)
|
||||
del(I)
|
||||
static_overlays.len = 0
|
||||
if(static_overlays)
|
||||
static_overlays = null
|
||||
. = ..()
|
||||
|
||||
/mob/living/Life()
|
||||
|
||||
@@ -21,43 +21,43 @@
|
||||
|
||||
gun_flags = 0
|
||||
|
||||
isHandgun()
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/isHandgun()
|
||||
return 0
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(recentpump) return
|
||||
pump(user)
|
||||
recentpump = 1
|
||||
spawn(10)
|
||||
recentpump = 0
|
||||
return
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/attack_self(mob/living/user as mob)
|
||||
if(recentpump) return
|
||||
pump(user)
|
||||
recentpump = 1
|
||||
spawn(10)
|
||||
recentpump = 0
|
||||
return
|
||||
|
||||
process_chambered()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
else if(current_shell && current_shell.BB)
|
||||
in_chamber = current_shell.BB //Load projectile into chamber.
|
||||
current_shell.BB.loc = src //Set projectile loc to gun.
|
||||
current_shell.BB = null
|
||||
current_shell.update_icon()
|
||||
return 1
|
||||
return 0
|
||||
|
||||
proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
pumped = 0
|
||||
if(current_shell)//We have a shell in the chamber
|
||||
current_shell.loc = get_turf(src)//Eject casing
|
||||
current_shell = null
|
||||
if(in_chamber)
|
||||
in_chamber = null
|
||||
if(!getAmmo())
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
current_shell = AC
|
||||
update_icon() //I.E. fix the desc
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/process_chambered()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
else if(current_shell && current_shell.BB)
|
||||
in_chamber = current_shell.BB //Load projectile into chamber.
|
||||
current_shell.BB.loc = src //Set projectile loc to gun.
|
||||
current_shell.BB = null
|
||||
current_shell.update_icon()
|
||||
return 1
|
||||
return 0
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/proc/pump(mob/M as mob)
|
||||
playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
|
||||
pumped = 0
|
||||
if(current_shell)//We have a shell in the chamber
|
||||
current_shell.loc = get_turf(src)//Eject casing
|
||||
current_shell = null
|
||||
if(in_chamber)
|
||||
in_chamber = null
|
||||
if(!getAmmo())
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
current_shell = AC
|
||||
update_icon() //I.E. fix the desc
|
||||
return 1
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/pump/combat
|
||||
name = "combat shotgun"
|
||||
@@ -84,52 +84,53 @@
|
||||
origin_tech = "combat=3;materials=1"
|
||||
ammo_type = "/obj/item/ammo_casing/shotgun/beanbag"
|
||||
|
||||
process_chambered()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(!getAmmo())
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
AC.BB = null
|
||||
AC.update_icon()
|
||||
return 1
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/process_chambered()
|
||||
if(in_chamber)
|
||||
return 1
|
||||
if(!getAmmo())
|
||||
return 0
|
||||
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
|
||||
loaded -= AC //Remove casing from loaded list.
|
||||
loaded += AC //Put it in at the end - because it hasn't been ejected yet
|
||||
if(AC.BB)
|
||||
in_chamber = AC.BB //Load projectile into chamber.
|
||||
AC.BB.loc = src //Set projectile loc to gun.
|
||||
AC.BB = null
|
||||
AC.update_icon()
|
||||
return 1
|
||||
return 0
|
||||
|
||||
attack_self(mob/living/user as mob)
|
||||
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !getAmmo())
|
||||
user << "<span class='notice'>\The [src] is empty.</span>"
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attack_self(mob/living/user as mob)
|
||||
if(!(locate(/obj/item/ammo_casing/shotgun) in src) && !getAmmo())
|
||||
user << "<span class='notice'>\The [src] is empty.</span>"
|
||||
return
|
||||
|
||||
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
|
||||
if(shell in loaded)
|
||||
loaded -= shell
|
||||
shell.loc = get_turf(src.loc)
|
||||
|
||||
user << "<span class='notice'>You break \the [src].</span>"
|
||||
update_icon()
|
||||
|
||||
/obj/item/weapon/gun/projectile/shotgun/doublebarrel/attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
|
||||
if(getAmmo())
|
||||
afterattack(user, user) //will this work?
|
||||
afterattack(user, user) //it will. we call it twice, for twice the FUN
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
|
||||
return
|
||||
|
||||
for(var/obj/item/ammo_casing/shotgun/shell in src) //This feels like a hack. //don't code at 3:30am kids!!
|
||||
if(shell in loaded)
|
||||
loaded -= shell
|
||||
shell.loc = get_turf(src.loc)
|
||||
|
||||
user << "<span class='notice'>You break \the [src].</span>"
|
||||
update_icon()
|
||||
|
||||
attackby(var/obj/item/A as obj, mob/user as mob)
|
||||
..()
|
||||
A.update_icon()
|
||||
update_icon()
|
||||
if(istype(A, /obj/item/weapon/circular_saw) || istype(A, /obj/item/weapon/melee/energy) || istype(A, /obj/item/weapon/pickaxe/plasmacutter))
|
||||
user << "<span class='notice'>You begin to shorten the barrel of \the [src].</span>"
|
||||
if(getAmmo())
|
||||
afterattack(user, user) //will this work?
|
||||
afterattack(user, user) //it will. we call it twice, for twice the FUN
|
||||
playsound(user, fire_sound, 50, 1)
|
||||
user.visible_message("<span class='danger'>The shotgun goes off!</span>", "<span class='danger'>The shotgun goes off in your face!</span>")
|
||||
return
|
||||
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
|
||||
icon_state = "sawnshotgun"
|
||||
w_class = 3.0
|
||||
item_state = "gun"
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||
name = "sawn-off shotgun"
|
||||
desc = "Omar's coming!"
|
||||
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
|
||||
if(do_after(user, 30)) //SHIT IS STEALTHY EYYYYY
|
||||
icon_state = "sawnshotgun"
|
||||
w_class = 3.0
|
||||
item_state = "gun"
|
||||
slot_flags &= ~SLOT_BACK //you can't sling it on your back
|
||||
slot_flags |= SLOT_BELT //but you can wear it on your belt (poorly concealed under a trenchcoat, ideally)
|
||||
name = "sawn-off shotgun"
|
||||
desc = "Omar's coming!"
|
||||
user << "<span class='warning'>You shorten the barrel of \the [src]!</span>"
|
||||
Reference in New Issue
Block a user