Using summon guns gives a message to the the user to confirm it working.

Added a new borg upgrade module which requires illegal tech and combat tech to make. It allows you to give them their emagged equipment without fucking with their laws.

New LMG by Ausops (both sprites and code). Right now appears only in Summon Guns, but may appear elsewhere in time.

Grilles now have a bullet act, so they no longer magically absorb infinite bullets.

Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5037 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
Kortgstation@gmail.com
2012-11-11 07:43:49 +00:00
parent 5182bb69ae
commit ab4c92e066
13 changed files with 183 additions and 3 deletions

View File

@@ -92,3 +92,18 @@
icon_state = "75"
ammo_type = "/obj/item/ammo_casing/a75"
max_ammo = 0
/obj/item/ammo_magazine/a762
name = "magazine (a762)"
icon_state = "a762-50"
origin_tech = "combat=2"
ammo_type = "/obj/item/ammo_casing/a762"
max_ammo = 50
multiple_sprites = 1
/obj/item/ammo_magazine/a762/empty
name = "magazine (a762)"
icon_state = "a762-0"
ammo_type = "/obj/item/ammo_casing/a762"
max_ammo = 0
multiple_sprites = 1

View File

@@ -88,4 +88,9 @@
desc = "A dart for use in shotguns."
icon_state = "blshell" //someone, draw the icon, please.
projectile_type = "/obj/item/projectile/energy/dart"
m_amt = 12500
m_amt = 12500
/obj/item/ammo_casing/a762
desc = "A 7.62 bullet casing."
caliber = "a762"
projectile_type = "/obj/item/projectile/bullet"

View File

@@ -65,4 +65,116 @@
/obj/item/weapon/gun/projectile/automatic/l6_saw
name = "L6 SAW"
desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
icon_state = "l4closed100"
item_state = "l6closedmag"
max_shells = 50
caliber = "a762"
origin_tech = "combat=5;materials=1;syndicate=2"
ammo_type = "/obj/item/ammo_casing/a762"
fire_sound = 'sound/weapons/Gunshot_smg.ogg'
load_method = 2
//recoil = 1
var/cover_open = 0
var/mag_inserted = 1
attack_self(mob/user as mob)
if(!cover_open && mag_inserted)
cover_open = 1
icon_state = "l4open[round(((loaded.len)*2),25)]"
item_state = "l6openmag"
usr << "You open the [src]'s cover, allowing you to swap magazines."
else if(cover_open && mag_inserted)
cover_open = 0
icon_state = "l4closed[round(((loaded.len)*2),25)]"
item_state = "l6closedmag"
usr << "You close the [src]'s cover."
else if(!cover_open && !mag_inserted)
cover_open = 1
icon_state = "l4opennomag"
item_state = "l6opennomag"
usr << "You open the [src]'s cover, allowing you to swap magazines."
else if(cover_open && !mag_inserted)
cover_open = 0
icon_state = "l4closednomag"
item_state = "l6closednomag"
usr << "You close the [src]'s cover."
update_icon() //another update_icon() thing here, I know it's repeated in afterattack() but this one also takes into account cover_open
if(!cover_open)
icon_state = "l4closed[round(((loaded.len)*2),25)]"
item_state = "l6closedmag"
else
icon_state = "l4open[round(((loaded.len)*2),25)]"
item_state = "l6openmag"
//update_inv_l_hand()
//update_inv_r_hand()
afterattack(atom/target as mob|obj|turf, mob/living/user as mob|obj, flag, params) //what I tried to do here is just add a check to see if the cover is open or not and add an icon_state change because I can't figure out how c-20rs do it with overlays
if(cover_open)
usr << "The SAW cover is open! Close it before firing!"
else
..()
if(!cover_open && mag_inserted)
icon_state = "l4closed[round(((loaded.len)*2),25)]"
item_state = "l6closedmag"
else if(!cover_open && !mag_inserted)
icon_state = "l4closednomag"
item_state = "l6nomag"
//update_inv_l_hand()
//update_inv_r_hand()
/obj/item/weapon/gun/projectile/automatic/l6_saw/verb/remove_magazine()
set category = "Object"
set name = "Remove SAW magazine."
set src in view(1)
var/mob/M = usr
if(usr.canmove && !usr.stat && !usr.restrained() && !M.paralysis && ! M.stunned)
if(!cover_open)
usr << "The [src]'s cover is closed! You can't remove the magazine!"
else if (!cover_open && !mag_inserted)
usr << "The [src]'s cover is open but there's no magazine for you to remove!"
else if (cover_open && mag_inserted)
drop_mag()
loaded = list()
mag_inserted = 0
icon_state = "l4opennomag"
item_state = "l6opennomag"
usr << "You remove the magazine from the [src]!"
//update_inv_l_hand()
//update_inv_r_hand()
/obj/item/weapon/gun/projectile/automatic/l6_saw/proc/drop_mag()
empty_mag = new /obj/item/ammo_magazine/a762(src)
empty_mag.stored_ammo = loaded
empty_mag.icon_state = "a762-[round((loaded.len),10)]"
//desc = "There are [loaded] shells left!"
empty_mag.loc = get_turf(src.loc)
empty_mag = null
/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(var/obj/item/A as obj, mob/user as mob)
if(!cover_open)
usr << "The [src]'s cover is closed! You can't insert a new mag!"
else if (cover_open && mag_inserted)
usr << "The [src] already has a magazine inserted!"
else if (cover_open && !mag_inserted)
mag_inserted = 1
usr << "You insert the magazine!"
icon_state = "l4openmag[round(((loaded.len)*2),25)]"
item_state = "l6openmag"
update_icon()
..()
//update_inv_l_hand() something pete suggested. Dunno if this is a proc already defined way up in the obj/ thing
//update_inv_r_hand() or if it's something I have to define myself
/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
However, it looks like subsequent guns that use removable magazines don't take that into account and just get
around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
rough and poor attempt at making that happen. -Ausops */

View File

@@ -43,4 +43,7 @@
damage = 5
stun = 10
weaken = 10
stutter = 10
stutter = 10
/obj/item/projectile/bullet/a762
damage = 25