mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 10:21:11 +00:00
* Changes how recycling is handled, now respects the machine's allowed_materials
* Lets the ammolathe recycle things
* Gives ammo and guns material values for recycling (50% of their build cost)
* oop bloat to appease the robot overlord
* adds typing to material_list
* Revert "oop bloat to appease the robot overlord"
This reverts commit a4c0409999.
Co-authored-by: tianyou <fuckgit@fuckgit.fuck>
423 lines
16 KiB
Plaintext
423 lines
16 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(MM9 = 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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var/burstfiring = 0
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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 TRUE
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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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if(!(world.time >= last_fired + fire_delay) || burstfiring)
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to_chat(usr, "<span class='warning'>\The [src] is still cooling down!</span>")
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else
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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]" : ""][silenced ? "-silencer":""][chambered ? "" : "-e"]"
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return
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/obj/item/weapon/gun/projectile/automatic/Fire(atom/target, mob/living/user, params, reflex = 0, struggle = 0, var/use_shooter_turf = FALSE)
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if(burstfire == TRUE)
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if(!ready_to_fire())
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return 1
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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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if(defective && prob(20))
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to_shoot = getAmmo()
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for(var/i = 1 to to_shoot)
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..()
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burstfiring = 1
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shots_fired++
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if(!user.contents.Find(src) || jammed)
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break
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if(defective && shots_fired > burst_count)
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recoil = 1 + min(shots_fired - burst_count, 6)
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if(defective && prob(max(0, shots_fired - burst_count * 4)))
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to_chat(user, "<span class='danger'>\The [src] explodes!.</span>")
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explosion(get_turf(loc), -1, 0, 2)
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user.drop_item(src, force_drop = 1)
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qdel(src)
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recoil = initial(recoil)
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burstfiring = 0
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return 1
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else
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.=..()
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/obj/item/weapon/gun/projectile/automatic/failure_check(var/mob/living/carbon/human/M)
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if(!burstfire && prob(5))
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burstfire = 1
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return 1
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return ..()
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/obj/item/weapon/gun/projectile/automatic/lockbox
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max_shells = 0
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spawn_mag = FALSE
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/obj/item/weapon/gun/projectile/automatic/uzi
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name = "\improper Uzi"
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desc = "A lightweight, fast firing gun for when you definitely want someone dead. Uses .45 rounds."
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icon_state = "mini-uzi"
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item_state = "mini-uzi"
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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(POINT45 = 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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recoil = 2
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/obj/item/weapon/gun/projectile/automatic/uzi/isHandgun()
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return TRUE
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/obj/item/weapon/gun/projectile/automatic/uzi/update_icon()
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..()
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var/MS = FALSE
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if(stored_magazine)
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if(stored_magazine.max_ammo > 16)
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MS = "ext"
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else
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MS = "S"
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icon_state = chambered ? "[initial(icon_state)]["-[MS]-"][round(getAmmo(), 4)]" : "[initial(icon_state)]["-[MS]-e"]"
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else
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icon_state = "[initial(icon_state)][chambered ? "" : "-e"]"
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/obj/item/weapon/gun/projectile/automatic/uzi/bigmag
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mag_type = "/obj/item/ammo_storage/magazine/uzi45/extended"
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/obj/item/weapon/gun/projectile/automatic/microuzi
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//micro uzi is 9mm :)
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name = "\improper Micro Uzi"
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desc = "A concealable rapid-fire machine pistol for filling a target with lead. Chambered for 9mm rounds. Has mounting for a silencer."
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icon_state = "micro-uzi"
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item_state = "micro-uzi"
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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;" + Tc_SYNDICATE + "=8"
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gun_flags = EMPTYCASINGS | SILENCECOMP
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w_class = W_CLASS_SMALL
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ammo_type = "/obj/item/ammo_casing/c9mm"
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mag_type = "/obj/item/ammo_storage/magazine/microuzi9"
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/obj/item/weapon/gun/projectile/automatic/microuzi/isHandgun()
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return TRUE
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/obj/item/weapon/gun/projectile/automatic/microuzi/update_icon()
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..()
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icon_state = "micro-uzi[silenced ? "-silencer" : ""][stored_magazine ? "" : "-e"]"
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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 want 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(MM12 = 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/ops"
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fire_sound = 'sound/weapons/Gunshot_c20.ogg'
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mag_drop_sound = 'sound/weapons/smg_empty_alarm.ogg'
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automagdrop_delay_time = 0
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load_method = 2
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recoil = 2
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gun_flags = AUTOMAGDROP | EMPTYCASINGS
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/obj/item/weapon/gun/projectile/automatic/c20r/isHandgun()
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return FALSE
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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(MM12 = 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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recoil = 2
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gun_flags = AUTOMAGDROP | EMPTYCASINGS
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/obj/item/weapon/gun/projectile/automatic/xcom/isHandgun()
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return FALSE
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/obj/item/weapon/gun/projectile/automatic/xcom/lockbox
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max_shells = 0
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spawn_mag = FALSE
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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(POINT762 = 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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recoil = 2
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var/cover_open = 0
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/obj/item/weapon/gun/projectile/automatic/l6_saw/isHandgun()
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return FALSE
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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/can_discharge()
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. = ..()
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if(cover_open)
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to_chat(loc, "<span class='notice'>[src]'s cover is open! Close it before firing!</span>")
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return 0
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/obj/item/weapon/gun/projectile/automatic/l6_saw/afterattack(atom/A, mob/living/user, flag, params, struggle = 0) //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(can_discharge())
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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)
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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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return
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..()
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/obj/item/weapon/gun/projectile/automatic/vector
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name = "\improper Vector"
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desc = "A lightweight and compact gun, it has a detachable receiver that contains a recoil mitigation system."
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icon_state = "vector"
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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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item_state = "vector"
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w_class = W_CLASS_MEDIUM
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recoil = 0 //Super V tech.
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/*max_shells = 25 I'm sure someone will put a mag larger than 25 in here some day so lets leave this open ended.*/
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caliber = POINT380 //Its not a list but IT WORKS ON MY MACHINE.
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ammo_type = "/obj/item/ammo_casing/c380auto"
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mag_type = "/obj/item/ammo_storage/magazine/m380auto"
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fire_sound = 'sound/weapons/Gunshot_c20.ogg'
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burst_count = 2
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=1"
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starting_materials = list(MAT_IRON = 6250, MAT_GLASS = 1500, MAT_PLASTIC = 2500)
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var/receiver
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/obj/item/weapon/gun/projectile/automatic/vector/isHandgun()
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return FALSE
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/obj/item/weapon/gun/projectile/automatic/vector/New()
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..()
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receiver = new /obj/item/weapon/vectorreceiver(src)
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/vector/update_icon()
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..()
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if(receiver)
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var/MS = FALSE
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if(stored_magazine)
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if(stored_magazine.max_ammo > 10)
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MS = "L"
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else
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MS = "S"
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icon_state = "[initial(icon_state)][stored_magazine ? "-[MS]" : ""][chambered ? "" : "-e"]"
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item_state = "[initial(icon_state)][stored_magazine ? "-[MS]" : ""][chambered ? "" : "-e"]"
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name = "\improper Vector"
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desc = "A lightweight and compact gun, it has a detachable receiver that contains a recoil mitigation system. It currently accepts [caliber] ammo."
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else
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icon_state = "vector_assembly"
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item_state = "vector_assembly"
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name = "\improper Vector Assembly"
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desc = "A lightweight and compact gun, it's receiver has been removed."
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if(istype(loc, /mob))
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var/mob/M = loc
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M.update_inv_hands()
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/obj/item/weapon/gun/projectile/automatic/vector/can_discharge()
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.=..()
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if(!receiver)
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to_chat(loc, "<span class='notice'>\The [src] lacks a receiver to fire with!</span>")
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return FALSE
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/obj/item/weapon/gun/projectile/automatic/vector/attackby(obj/item/used_item, mob/user)
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if(used_item.is_screwdriver(user) && receiver)
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if(stored_magazine)
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to_chat(user, "<span class='warning'>You need to remove the magazine first!</span>")
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else
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var/obj/item/weapon/vectorreceiver/R = receiver
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R.add_fingerprint(user)
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R.forceMove(get_turf(src))
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receiver = null
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to_chat(user, "<span class='notice'>You push the bolts out of \the [R] and remove it from \the [src].</span>")
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playsound(src, "sound/machines/click.ogg", 10, 1)
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if(chambered)
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var/obj/item/ammo_casing/AC = chambered
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AC.forceMove(get_turf(src))
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chambered = null
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to_chat(user, "<span class='notice'>\The [AC] falls out of \the [R] upon removal.</span>")
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update_receiver()
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else if(istype(used_item, /obj/item/weapon/vectorreceiver))
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if(receiver)
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to_chat(user, "<span class='notice'>\The [src] already has a receiver.</span>")
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else if(!receiver && user.drop_item(used_item, src))
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to_chat(user, "<span class='notice'>You attach and bolt \the [used_item] to \the [src].</span>")
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playsound(src, "sound/machines/click.ogg", 10, 1)
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receiver = used_item
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update_receiver()
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else
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to_chat(user, "<span class='warning'>You're unable to apply \the [used_item] to \the [src]!</span>")
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else
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..()
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/obj/item/weapon/gun/projectile/automatic/vector/proc/update_receiver()
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if(receiver)
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var/obj/item/weapon/vectorreceiver/R = receiver
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caliber = R.caliber
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ammo_type = R.ammo_type
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mag_type = R.mag_type
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else
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caliber = null
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ammo_type = null
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mag_type = null
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update_icon()
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/obj/item/weapon/gun/projectile/automatic/vector/lockbox
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max_shells = 0
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spawn_mag = FALSE
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//Vector receivers.
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/obj/item/weapon/vectorreceiver
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name = "vector receiver"
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desc = "A detatched vector receiver."
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icon = 'icons/obj/gun.dmi'
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icon_state = "vector_receiver"
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w_class = W_CLASS_TINY
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origin_tech = Tc_COMBAT + "=5;" + Tc_MATERIALS + "=1"
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var/caliber = ".380AUTO" //Its not a list but IT WORKS ON MY MACHINE.
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var/ammo_type = "/obj/item/ammo_casing/c380auto"
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var/mag_type = "/obj/item/ammo_storage/magazine/m380auto"
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var/list/mag_blacklist = list(/obj/item/ammo_storage/magazine/lawgiver, /obj/item/ammo_storage/magazine/a12ga, /obj/item/ammo_storage/magazine/a357, /obj/item/ammo_storage/magazine/a75, /obj/item/ammo_storage/magazine/uzi45, /obj/item/ammo_storage/magazine/c45, /obj/item/ammo_storage/magazine/a50, /obj/item/ammo_storage/magazine/a762)
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//Insert unacceptable mags here ^^. The lawgiver makes error gas so always exclude it.
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/obj/item/weapon/vectorreceiver/New()
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..()
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do_desc()
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/obj/item/weapon/vectorreceiver/proc/do_desc()
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desc = "A detatched vector receiver.[caliber ? " This one is set to accept [caliber] ammo." : ""]"
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/obj/item/weapon/vectorreceiver/attackby(obj/item/used_item, mob/user)
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..()
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if(istype(used_item, /obj/item/ammo_storage/magazine) && !istype(used_item, text2path(mag_type)))
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if(!is_type_in_list(used_item, mag_blacklist))
|
|
to_chat(user, "<span class='notice'>You insert \the [used_item] into \the [src] for a moment and it begins calibrating.</span>")
|
|
if (do_after(user, src, 10 SECONDS))
|
|
if(!src)
|
|
return
|
|
to_chat(user, "<span class='notice'>The aperture-like barrel adjusts on \the [src]!</span>")
|
|
playsound(src, "sound/items/crank.ogg", 10, 1)
|
|
var/obj/item/ammo_storage/magazine/M = used_item
|
|
var/AT = text2path(M.ammo_type)
|
|
var/obj/item/ammo_casing/A = AT
|
|
caliber = initial(A.caliber)
|
|
ammo_type = M.ammo_type
|
|
mag_type = "[M.type]"
|
|
do_desc()
|
|
else
|
|
to_chat(user, "<span class='warning'>You're unable to insert \the [used_item] into \the [src]!</span>")
|
|
|
|
//Unrestricted versions.
|
|
/obj/item/weapon/gun/projectile/automatic/vector/unlimited
|
|
|
|
/obj/item/weapon/gun/projectile/automatic/vector/unlimited/New()
|
|
..()
|
|
qdel(receiver)
|
|
receiver = new /obj/item/weapon/vectorreceiver/unlimited(src)
|
|
update_receiver()
|
|
|
|
/obj/item/weapon/vectorreceiver/unlimited
|
|
mag_blacklist = list(/obj/item/ammo_storage/magazine/lawgiver)
|
|
|
|
/* 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 */
|
|
|
|
/* Guns now properly store and move magazines and bullets about. Moving bullets from loaded to the magazine and back again on actions
|
|
still feels poorly coded and hacky, but it's more trouble than this to attempt to modify gun code any further. Perhaps a braver
|
|
soul than I might feel that some injustice was done in quitting most of the way there, but I think this is modular enough. */
|