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* More rebalancing. AR now uses "midbullet2" projectile, so it no longer stuns but does slightly more damage. * In retrospect, changing the bullet type could be counterproductive. Going to edit the current one instead. * Fucked up revert, trying this again.
194 lines
8.1 KiB
Plaintext
194 lines
8.1 KiB
Plaintext
/obj/item/weapon/gun/projectile/automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
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name = "submachine gun"
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desc = "A lightweight, fast firing gun. Uses 9mm rounds."
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icon_state = "saber" //ugly
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item_state = null
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inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guninhands_left.dmi', "right_hand" = 'icons/mob/in-hand/right/guninhands_right.dmi')
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w_class = W_CLASS_MEDIUM
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max_shells = 18
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caliber = list("9mm" = 1)
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origin_tech = Tc_COMBAT + "=4;" + Tc_MATERIALS + "=2"
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ammo_type = "/obj/item/ammo_casing/c9mm"
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automatic = 1
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fire_delay = 0
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var/burstfire = 0 //Whether or not the gun fires multiple bullets at once
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var/burst_count = 3
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load_method = 2
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mag_type = "/obj/item/ammo_storage/magazine/smg9mm"
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/obj/item/weapon/gun/projectile/automatic/isHandgun()
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return 0
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/obj/item/weapon/gun/projectile/automatic/verb/ToggleFire()
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set name = "Toggle Burstfire"
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set category = "Object"
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burstfire = !burstfire
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if(!burstfire)//fixing a bug where burst fire being toggled on then off would leave the gun unable to shoot at its normal speed.
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fire_delay = initial(fire_delay)
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to_chat(usr, "You toggle \the [src]'s firing setting to [burstfire ? "burst fire" : "single fire"].")
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/obj/item/weapon/gun/projectile/automatic/update_icon()
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..()
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icon_state = "[initial(icon_state)][stored_magazine ? "-[stored_magazine.max_ammo]" : ""][chambered ? "" : "-e"]"
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return
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/obj/item/weapon/gun/projectile/automatic/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0, struggle = 0)
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if(burstfire == 1)
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if(ready_to_fire())
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fire_delay = 0
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else
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to_chat(usr, "<span class='warning'>\The [src] is still cooling down!</span>")
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return
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var/shots_fired = 0 //haha, I'm so clever
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var/to_shoot = min(burst_count, getAmmo())
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for(var/i = 1; i <= to_shoot; i++)
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..()
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shots_fired++
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message_admins("[usr] just shot [shots_fired] burst fire bullets out of [getAmmo() + shots_fired] from their [src].")
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fire_delay = shots_fired * 10
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else
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..()
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/obj/item/weapon/gun/projectile/automatic/lockbox
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mag_type = "/obj/item/ammo_storage/magazine/smg9mm/empty"
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/obj/item/weapon/gun/projectile/automatic/mini_uzi
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name = "Uzi"
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desc = "A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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item_state = null
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inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guninhands_left.dmi', "right_hand" = 'icons/mob/in-hand/right/guninhands_right.dmi')
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w_class = W_CLASS_MEDIUM
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max_shells = 10
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burst_count = 3
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caliber = list(".45" = 1)
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=2;" + Tc_SYNDICATE + "=8"
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ammo_type = "/obj/item/ammo_casing/c45"
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mag_type = "/obj/item/ammo_storage/magazine/uzi45"
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/obj/item/weapon/gun/projectile/automatic/mini_uzi/isHandgun()
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return 1
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/obj/item/weapon/gun/projectile/automatic/c20r
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name = "\improper C-20r SMG"
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desc = "A lightweight, fast firing gun, for when you REALLY need someone dead. Uses 12mm rounds. Has a 'Scarborough Arms - Per falcis, per pravitas' buttstamp"
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icon_state = "c20r"
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inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guns.dmi', "right_hand" = 'icons/mob/in-hand/right/guns.dmi')
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item_state = "c20r"
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w_class = W_CLASS_MEDIUM
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max_shells = 20
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burst_count = 4
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caliber = list("12mm" = 1)
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=2;" + Tc_SYNDICATE + "=8"
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ammo_type = "/obj/item/ammo_casing/a12mm"
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mag_type = "/obj/item/ammo_storage/magazine/a12mm"
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fire_sound = 'sound/weapons/Gunshot_c20.ogg'
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load_method = 2
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gun_flags = AUTOMAGDROP | EMPTYCASINGS
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/obj/item/weapon/gun/projectile/automatic/c20r/update_icon()
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..()
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if(stored_magazine)
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icon_state = "c20r-[round(getAmmo(),4)]"
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else
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icon_state = "c20r"
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return
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/obj/item/weapon/gun/projectile/automatic/xcom
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name = "\improper Assault Rifle"
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desc = "A lightweight, fast firing gun, issued to shadow organization members."
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icon_state = "xcomassaultrifle"
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item_state = null
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inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guninhands_left.dmi', "right_hand" = 'icons/mob/in-hand/right/guninhands_right.dmi')
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=2"
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w_class = W_CLASS_MEDIUM
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max_shells = 20
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burst_count = 4
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caliber = list("12mm" = 1)
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ammo_type = "/obj/item/ammo_casing/a12mm/assault"
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mag_type = "/obj/item/ammo_storage/magazine/a12mm"
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fire_sound = 'sound/weapons/Gunshot_c20.ogg'
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load_method = 2
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gun_flags = AUTOMAGDROP | EMPTYCASINGS
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/obj/item/weapon/gun/projectile/automatic/xcom/lockbox
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mag_type = "/obj/item/ammo_storage/magazine/a12mm/empty"
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/obj/item/weapon/gun/projectile/automatic/l6_saw
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name = "\improper L6 SAW"
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desc = "A rather traditionally made light machine gun with a pleasantly lacquered wooden pistol grip. Has 'Aussec Armoury- 2531' engraved on the reciever"
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icon_state = "l6closed100"
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inhand_states = list("left_hand" = 'icons/mob/in-hand/left/guns.dmi', "right_hand" = 'icons/mob/in-hand/right/guns.dmi')
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item_state = "l6closedmag"
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w_class = W_CLASS_LARGE
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slot_flags = 0
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max_shells = 50
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burst_count = 5
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caliber = list("a762" = 1)
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=1;" + Tc_SYNDICATE + "=2"
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ammo_type = "/obj/item/ammo_casing/a762"
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mag_type = "/obj/item/ammo_storage/magazine/a762"
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fire_sound = 'sound/weapons/Gunshot_smg.ogg'
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load_method = 2
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var/cover_open = 0
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_self(mob/user as mob)
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cover_open = !cover_open
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to_chat(user, "<span class='notice'>You [cover_open ? "open" : "close"] [src]'s cover.</span>")
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][stored_magazine ? round(getAmmo(), 25) : "-empty"]"
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/obj/item/weapon/gun/projectile/automatic/l6_saw/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
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if(cover_open)
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to_chat(user, "<span class='notice'>[src]'s cover is open! Close it before firing!</span>")
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else
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..()
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attack_hand(mob/user as mob)
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if(loc != user)
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..()
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return //let them pick it up
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if(!cover_open)
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..()
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else if(cover_open && stored_magazine) //since attack_self toggles the cover and not the magazine, we use this instead
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//drop the mag
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RemoveMag(user)
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to_chat(user, "<span class='notice'>You remove the magazine from [src].</span>")
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/obj/item/weapon/gun/projectile/automatic/l6_saw/attackby(obj/item/ammo_storage/magazine/a762/A as obj, mob/user as mob)
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if(!cover_open)
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to_chat(user, "<span class='notice'>[src]'s cover is closed! You can't insert a new mag!</span>")
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return
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else if(cover_open)
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..()
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/obj/item/weapon/gun/projectile/automatic/l6_saw/force_removeMag() //special because of its cover
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if(cover_open && stored_magazine)
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RemoveMag(usr)
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to_chat(usr, "<span class='notice'>You remove the magazine from [src].</span>")
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else if(stored_magazine)
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to_chat(usr, "<span class='rose'>The [src]'s cover has to be open to do that!</span>")
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else
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to_chat(usr, "<span class='rose'>There is no magazine to remove!</span>")
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/* The thing I found with guns in ss13 is that they don't seem to simulate the rounds in the magazine in the gun.
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Afaik, since projectile.dm features a revolver, this would make sense since the magazine is part of the gun.
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However, it looks like subsequent guns that use removable magazines don't take that into account and just get
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around simulating a removable magazine by adding the casings into the loaded list and spawning an empty magazine
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when the gun is out of rounds. Which means you can't eject magazines with rounds in them. The below is a very
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rough and poor attempt at making that happen. -Ausops */
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/* Guns now properly store and move magazines and bullets about. Moving bullets from loaded to the magazine and back again on actions
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still feels poorly coded and hacky, but it's more trouble than this to attempt to modify gun code any further. Perhaps a braver
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soul than I might feel that some injustice was done in quitting most of the way there, but I think this is modular enough. */ |