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

@@ -1,6 +1,7 @@
/mob/proc/rightandwrong() /mob/proc/rightandwrong()
usr << "<B>You summoned guns!</B>"
message_admins("[key_name_admin(usr, 1)] summoned guns!") message_admins("[key_name_admin(usr, 1)] summoned guns!")
for(var/mob/living/carbon/human/H in player_list) for(var/mob/living/carbon/human/H in player_list)
if(H.stat == 2 || !(H.client)) continue if(H.stat == 2 || !(H.client)) continue
@@ -16,7 +17,7 @@
for(var/datum/objective/OBJ in H.mind.objectives) for(var/datum/objective/OBJ in H.mind.objectives)
H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]" H << "<B>Objective #[obj_count]</B>: [OBJ.explanation_text]"
obj_count++ obj_count++
var/randomize = pick("taser","egun","laser","revolver","smg","nuclear","deagle","gyrojet","pulse","silenced","cannon","shotgun","mateba","uzi","crossbow") var/randomize = pick("taser","egun","laser","revolver","smg","nuclear","deagle","gyrojet","pulse","silenced","cannon","shotgun","mateba","uzi","crossbow","saw")
switch (randomize) switch (randomize)
if("taser") if("taser")
new /obj/item/weapon/gun/energy/taser(get_turf(H)) new /obj/item/weapon/gun/energy/taser(get_turf(H))
@@ -48,3 +49,5 @@
new /obj/item/weapon/gun/projectile/automatic/mini_uzi(get_turf(H)) new /obj/item/weapon/gun/projectile/automatic/mini_uzi(get_turf(H))
if("crossbow") if("crossbow")
new /obj/item/weapon/gun/energy/crossbow(get_turf(H)) new /obj/item/weapon/gun/energy/crossbow(get_turf(H))
if("saw")
new /obj/item/weapon/gun/projectile/automatic/l6_saw(get_turf(H))

View File

@@ -133,3 +133,20 @@
R.internals = src R.internals = src
R.icon_state="Miner+j" R.icon_state="Miner+j"
return 1 return 1
/obj/item/borg/upgrade/syndicate/
name = "Illegal Equipment Module"
desc = "Unlocks the hidden, deadlier functions of a cyborg"
construction_cost = list("metal"=10000,"glass"=15000,"diamond" = 10000)
icon_state = "cyborg_upgrade3"
require_module = 1
/obj/item/borg/upgrade/syndicate/action(var/mob/living/silicon/robot/R)
if(..()) return 0
if(R.emagged == 1)
return 0
R.emagged = 1
return 1

View File

@@ -92,6 +92,11 @@
else else
return !density return !density
/obj/structure/grille/bullet_act(var/obj/item/projectile/Proj)
if(!Proj) return
src.health -= Proj.damage*0.2
healthcheck()
return 0
/obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob) /obj/structure/grille/attackby(obj/item/weapon/W as obj, mob/user as mob)
if(iswirecutter(W)) if(iswirecutter(W))

View File

@@ -92,3 +92,18 @@
icon_state = "75" icon_state = "75"
ammo_type = "/obj/item/ammo_casing/a75" ammo_type = "/obj/item/ammo_casing/a75"
max_ammo = 0 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

@@ -89,3 +89,8 @@
icon_state = "blshell" //someone, draw the icon, please. icon_state = "blshell" //someone, draw the icon, please.
projectile_type = "/obj/item/projectile/energy/dart" 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

@@ -44,3 +44,6 @@
stun = 10 stun = 10
weaken = 10 weaken = 10
stutter = 10 stutter = 10
/obj/item/projectile/bullet/a762
damage = 25

View File

@@ -1580,3 +1580,14 @@ datum/design/security_hud
src.pixel_y = rand(-5.0, 5) src.pixel_y = rand(-5.0, 5)
/////////////////////////////////////////
//////////////Borg Upgrades//////////////
/////////////////////////////////////////
datum/design/borg_syndicate_module
name = "Borg Illegal Weapons Upgrade"
desc = "Allows for the construction of illegal upgrades for cyborgs"
id = "borg_syndicate_module"
build_type = MECHFAB
req_tech = list("combat" = 4, "syndicate" = 3)
build_path = "/obj/item/borg/upgrade/syndicate"
category = "Cyborg Upgrade Modules"

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@@ -48,6 +48,15 @@ Stuff which is in development and not yet visible to players or just code relate
should be listed in the changelog upon commit tho. Thanks. --> should be listed in the changelog upon commit tho. Thanks. -->
<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here --> <!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
<div class="commit sansserif">
<h2 class="date">11 November 2012</h2>
<h3 class="author">Kor updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">New cyborg upgrade available for production that requires illegal and combat tech</li>
<li class="tweak">Summon Guns has a new gun type created by Ausops. It also lets the user know when its been cast now to prevent people trying to buy it multiple times</li>
<li class="tweak">Grilles are no longer immortal in regards to solid projectiles, you can now shoot out windows.</li>
</ul>
</div>
<div class="commit sansserif"> <div class="commit sansserif">
<h2 class="date">09 November 2012</h2> <h2 class="date">09 November 2012</h2>

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