Merge branch 'master' into Dwarf
This commit is contained in:
@@ -268,8 +268,6 @@
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empty_alarm()
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return
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// L6 SAW //
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/obj/item/gun/ballistic/automatic/l6_saw
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@@ -292,13 +290,11 @@
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/obj/item/gun/ballistic/automatic/l6_saw/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/automatic/l6_saw/examine(mob/user)
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..()
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if(cover_open && magazine)
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to_chat(user, "<span class='notice'>It seems like you could use an <b>empty hand</b> to remove the magazine.</span>")
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/obj/item/gun/ballistic/automatic/l6_saw/attack_self(mob/user)
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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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@@ -308,12 +304,10 @@
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playsound(user, 'sound/weapons/sawclose.ogg', 60, 1)
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update_icon()
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/obj/item/gun/ballistic/automatic/l6_saw/update_icon()
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icon_state = "l6[cover_open ? "open" : "closed"][magazine ? CEILING(get_ammo(0)/12.5, 1)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
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item_state = "l6[cover_open ? "openmag" : "closedmag"]"
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/obj/item/gun/ballistic/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='warning'>[src]'s cover is open! Close it before firing!</span>")
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@@ -344,8 +338,6 @@
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return
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..()
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// SNIPER //
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/obj/item/gun/ballistic/automatic/sniper_rifle
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@@ -367,14 +359,12 @@
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slot_flags = ITEM_SLOT_BACK
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actions_types = list()
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/obj/item/gun/ballistic/automatic/sniper_rifle/update_icon()
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if(magazine)
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icon_state = "sniper-mag"
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else
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icon_state = "sniper"
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/obj/item/gun/ballistic/automatic/sniper_rifle/syndicate
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name = "syndicate sniper rifle"
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desc = "An illegally modified .50 cal sniper rifle with suppression compatibility. Quickscoping still doesn't work."
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@@ -403,7 +393,6 @@
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else
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icon_state = "surplus-e"
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// Laser rifle (rechargeable magazine) //
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/obj/item/gun/ballistic/automatic/laser
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@@ -351,7 +351,7 @@
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clumsy_check = 0
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/obj/item/gun/ballistic/revolver/reverse/can_trigger_gun(mob/living/user)
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if((user.has_trait(TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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if((HAS_TRAIT(user, TRAIT_CLUMSY)) || (user.mind && user.mind.assigned_role == "Clown"))
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return ..()
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if(process_fire(user, user, FALSE, null, BODY_ZONE_HEAD))
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user.visible_message("<span class='warning'>[user] somehow manages to shoot [user.p_them()]self in the face!</span>", "<span class='userdanger'>You somehow shoot yourself in the face! How the hell?!</span>")
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@@ -71,7 +71,6 @@
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var/obj/item/ammo_casing/AC = magazine.get_round() //load next casing.
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chambered = AC
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/obj/item/gun/ballistic/shotgun/examine(mob/user)
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..()
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if (chambered)
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@@ -117,6 +116,14 @@
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knife_x_offset = 27
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knife_y_offset = 13
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/obj/item/gun/ballistic/shotgun/boltaction/improvised
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name = "Makeshift 7.62mm Rifle"
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icon_state = "ishotgun"
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item_state = "shotgun"
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desc = "A large zip gun more or less that takes a single 7.62mm bullet"
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/improvised
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can_bayonet = FALSE
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/obj/item/gun/ballistic/shotgun/boltaction/pump(mob/M)
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playsound(M, 'sound/weapons/shotgunpump.ogg', 60, 1)
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if(bolt_open)
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@@ -137,7 +144,6 @@
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..()
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to_chat(user, "The bolt is [bolt_open ? "open" : "closed"].")
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted
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name = "enchanted bolt action rifle"
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desc = "Careful not to lose your head."
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@@ -153,10 +159,8 @@
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icon_state = "arcane_barrage"
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item_state = "arcane_barrage"
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can_bayonet = FALSE
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item_flags = NEEDS_PERMIT | DROPDEL
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flags_1 = NONE
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mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
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/obj/item/gun/ballistic/shotgun/boltaction/enchanted/Initialize()
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@@ -207,7 +211,6 @@
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"Slick" = "cshotgun_slick"
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)
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/obj/item/gun/ballistic/shotgun/automatic/combat/compact
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name = "compact combat shotgun"
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desc = "A compact version of the semi automatic combat shotgun. For close encounters."
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@@ -218,7 +221,6 @@
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"Slick" = "cshotgunc_slick"
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)
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//Dual Feed Shotgun
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/obj/item/gun/ballistic/shotgun/automatic/dual_tube
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@@ -261,5 +263,4 @@
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return
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pump()
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// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
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@@ -424,7 +424,7 @@
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M.gets_drilled(K.firer)
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if(modifier)
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for(var/mob/living/L in range(1, target_turf) - K.firer - target)
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var/armor = L.run_armor_check(K.def_zone, K.flag, "", "", K.armour_penetration)
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var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration)
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L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor)
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to_chat(L, "<span class='userdanger'>You're struck by a [K.name]!</span>")
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@@ -530,7 +530,7 @@
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var/kill_modifier = 1
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if(K.pressure_decrease_active)
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kill_modifier *= K.pressure_decrease
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var/armor = L.run_armor_check(K.def_zone, K.flag, "", "", K.armour_penetration)
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var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration)
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L.apply_damage(bounties_reaped[L.type]*kill_modifier, K.damage_type, K.def_zone, armor)
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/obj/item/borg/upgrade/modkit/bounty/proc/get_kill(mob/living/L)
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@@ -12,7 +12,6 @@
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materials = list(MAT_METAL=2000)
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clumsy_check = FALSE
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fire_sound = 'sound/items/syringeproj.ogg'
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container_type = OPENCONTAINER
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var/time_per_syringe = 250
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var/syringes_left = 4
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var/max_syringes = 4
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@@ -22,7 +21,7 @@
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. = ..()
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chambered = new /obj/item/ammo_casing/chemgun(src)
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START_PROCESSING(SSobj, src)
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create_reagents(100)
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create_reagents(100, OPENCONTAINER)
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/obj/item/gun/chem/Destroy()
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. = ..()
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