Merge pull request #12660 from YakumoChen/master
Reverts improv small arms, makes guncrafting easier and faster
This commit is contained in:
@@ -666,28 +666,18 @@
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 50,
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/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 10,
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/obj/item/weaponcrafting/improvised_parts/barrel_shotgun = 5,
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/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 10,
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 3,
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/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 3,
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/obj/item/weaponcrafting/improvised_parts/laser_receiver = 1,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 10,
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/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13,
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/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12,
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)
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/obj/effect/spawner/lootdrop/weapon_parts
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name = "random weapon parts spawner 25%"
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name = "random weapon parts spawner 20%"
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 75,
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/obj/item/weaponcrafting/improvised_parts/barrel_rifle = 5,
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/obj/item/weaponcrafting/improvised_parts/barrel_pistol = 5,
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loot = list("" = 80,
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/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
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/obj/item/weaponcrafting/improvised_parts/pistol_receiver = 2,
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/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
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/obj/item/weaponcrafting/improvised_parts/makeshift_lens = 3,
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)
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/obj/effect/spawner/lootdrop/ammo
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@@ -695,8 +685,6 @@
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 25,
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/obj/item/ammo_box/c32mm = 15,
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/obj/item/ammo_box/r32mm = 15,
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/obj/item/ammo_box/magazine/wt550m9 = 1,
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/obj/item/ammo_casing/shotgun/buckshot = 7,
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/obj/item/ammo_casing/shotgun/rubbershot = 7,
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@@ -709,8 +697,6 @@
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lootcount = 1
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spawn_on_turf = FALSE
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loot = list("" = 50,
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/obj/item/ammo_box/c32mm = 7,
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/obj/item/ammo_box/r32mm = 7,
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/obj/item/ammo_box/magazine/wt550m9 = 2,
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/obj/item/ammo_casing/shotgun/buckshot = 10,
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/obj/item/ammo_casing/shotgun/rubbershot = 10,
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@@ -240,9 +240,8 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
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new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
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)),
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null, \
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new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 40), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 40), \
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new/datum/stack_recipe("pistol grip", /obj/item/weaponcrafting/improvised_parts/wooden_grip, 5, time = 40), \
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new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 20), \
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new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 20), \
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new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
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new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \
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new/datum/stack_recipe("wooden buckler", /obj/item/shield/riot/buckler, 20, time = 40), \
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@@ -1,47 +0,0 @@
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/obj/item/hatchet/saw
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name = "handsaw"
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desc = "A very sharp handsaw, it's compact."
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icon = 'icons/obj/tools.dmi'
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icon_state = "saw"
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item_state = "sawhandle_greyscale"
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lefthand_file = 'icons/mob/inhands/equipment/kitchen_lefthand.dmi'
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righthand_file = 'icons/mob/inhands/equipment/kitchen_righthand.dmi'
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tool_behaviour = TOOL_SAW
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force = 10
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throwforce = 8
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throw_speed = 3
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throw_range = 5
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custom_materials = list(/datum/material/iron = 5000)
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attack_verb = list("sawed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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sharpness = IS_SHARP
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var/random_color = TRUE //code taken from screwdrivers.dm; cool handles are cool.
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var/static/list/saw_colors = list(
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"blue" = rgb(24, 97, 213),
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"red" = rgb(255, 0, 0),
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"pink" = rgb(213, 24, 141),
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"brown" = rgb(160, 82, 18),
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"green" = rgb(14, 127, 27),
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"cyan" = rgb(24, 162, 213),
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"yellow" = rgb(255, 165, 0)
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)
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/obj/item/hatchet/saw/Initialize()
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. = ..()
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if(random_color)
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icon_state = "sawhandle_greyscale"
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var/our_color = pick(saw_colors)
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add_atom_colour(saw_colors[our_color], FIXED_COLOUR_PRIORITY)
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update_icon()
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if(prob(75))
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pixel_y = rand(-8, 8)
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/obj/item/hatchet/saw/update_overlays()
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. = ..()
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if(!random_color) //icon override
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return
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var/mutable_appearance/base_overlay = mutable_appearance(icon, "sawblade")
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base_overlay.appearance_flags = RESET_COLOR
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. += base_overlay
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// END
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