Merge remote-tracking branch 'refs/remotes/origin/master' into syntheticbloods
This commit is contained in:
@@ -7,6 +7,7 @@
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var/mag_type = /obj/item/ammo_box/magazine/m10mm //Removes the need for max_ammo and caliber info
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var/obj/item/ammo_box/magazine/magazine
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var/casing_ejector = TRUE //whether the gun ejects the chambered casing
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var/magazine_wording = "magazine"
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/obj/item/gun/ballistic/Initialize()
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. = ..()
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@@ -57,7 +58,7 @@
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if (!magazine && istype(AM, mag_type))
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if(user.transferItemToLoc(AM, src))
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magazine = AM
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to_chat(user, "<span class='notice'>You load a new magazine into \the [src].</span>")
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to_chat(user, "<span class='notice'>You load a new [magazine_wording] into \the [src].</span>")
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if(magazine.ammo_count())
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playsound(src, "gun_insert_full_magazine", 70, 1)
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if(!chambered)
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@@ -72,7 +73,7 @@
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to_chat(user, "<span class='warning'>You cannot seem to get \the [src] out of your hands!</span>")
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return
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else if (magazine)
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to_chat(user, "<span class='notice'>There's already a magazine in \the [src].</span>")
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to_chat(user, "<span class='notice'>There's already a [magazine_wording] in \the [src].</span>")
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if(istype(A, /obj/item/suppressor))
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var/obj/item/suppressor/S = A
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if(!can_suppress)
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@@ -222,7 +223,7 @@
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/obj/item/suppressor
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name = "suppressor"
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desc = "A universal syndicate small-arms suppressor for maximum espionage."
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desc = "A syndicate small-arms suppressor for maximum espionage."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "suppressor"
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w_class = WEIGHT_CLASS_TINY
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@@ -231,6 +232,4 @@
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/obj/item/suppressor/specialoffer
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name = "cheap suppressor"
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desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits all weapons."
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "suppressor"
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desc = "A foreign knock-off suppressor, it feels flimsy, cheap, and brittle. Still fits some weapons."
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@@ -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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@@ -74,25 +74,92 @@
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update_icon()
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chamber_round()
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/obj/item/gun/ballistic/automatic/atlauncher
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desc = "A pre-loaded, single shot anti-armour launcher."
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name = "anti-armour grenade launcher"
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/obj/item/gun/ballistic/rocketlauncher
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name = "\improper PML-9"
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desc = "A reusable rocket propelled grenade launcher. The words \"NT this way\" and an arrow have been written near the barrel."
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icon_state = "rocketlauncher"
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item_state = "rocketlauncher"
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mag_type = /obj/item/ammo_box/magazine/internal/rocketlauncher
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fire_sound = 'sound/weapons/rocketlaunch.ogg'
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w_class = WEIGHT_CLASS_BULKY
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can_suppress = FALSE
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pin = /obj/item/firing_pin/implant/pindicate
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burst_size = 1
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fire_delay = 0
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select = 0
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actions_types = list()
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inaccuracy_modifier = 0.7
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casing_ejector = FALSE
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weapon_weight = WEAPON_HEAVY
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magazine_wording = "rocket"
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/obj/item/gun/ballistic/automatic/atlauncher/attack_self()
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return
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/obj/item/gun/ballistic/rocketlauncher/unrestricted
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pin = /obj/item/firing_pin
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/obj/item/gun/ballistic/automatic/atlauncher/update_icon()
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..()
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icon_state = "rocketlauncher[magazine ? "-[get_ammo(1)]" : ""]"
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/obj/item/gun/ballistic/rocketlauncher/handle_atom_del(atom/A)
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if(A == chambered)
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chambered = null
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if(!QDELETED(magazine))
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QDEL_NULL(magazine)
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if(A == magazine)
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magazine = null
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if(!QDELETED(chambered))
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QDEL_NULL(chambered)
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update_icon()
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return ..()
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/obj/item/gun/ballistic/rocketlauncher/can_shoot()
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return chambered?.BB
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/obj/item/gun/ballistic/rocketlauncher/attack_self_tk(mob/user)
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return //too difficult to remove the rocket with TK
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/obj/item/gun/ballistic/rocketlauncher/attack_self(mob/living/user)
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if(magazine)
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var/obj/item/ammo_casing/AC = chambered
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if(AC)
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if(!user.put_in_hands(AC))
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AC.bounce_away(FALSE, NONE)
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to_chat(user, "<span class='notice'>You remove \the [AC] from \the [src]!</span>")
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playsound(src, 'sound/weapons/gun_magazine_remove_full.ogg', 70, TRUE)
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chambered = null
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else
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to_chat(user, "<span class='notice'>There's no [magazine_wording] in [src].</span>")
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update_icon()
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/obj/item/gun/ballistic/rocketlauncher/attackby(obj/item/A, mob/user, params)
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if(magazine && istype(A, /obj/item/ammo_casing))
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if(user.temporarilyRemoveItemFromInventory(A))
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if(!chambered)
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to_chat(user, "<span class='notice'>You load a new [A] into \the [src].</span>")
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playsound(src, "gun_insert_full_magazine", 70, 1)
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chamber_round()
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update_icon()
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return TRUE
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else
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to_chat(user, "<span class='warning'>You cannot seem to get \the [A] out of your hands!</span>")
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/obj/item/gun/ballistic/rocketlauncher/update_icon()
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icon_state = "[initial(icon_state)]-[chambered ? "1" : "0"]"
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/obj/item/gun/ballistic/rocketlauncher/suicide_act(mob/living/user)
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user.visible_message("<span class='warning'>[user] aims [src] at the ground! It looks like [user.p_theyre()] performing a sick rocket jump!</span>", \
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"<span class='userdanger'>You aim [src] at the ground to perform a bisnasty rocket jump...</span>")
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if(can_shoot())
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user.notransform = TRUE
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playsound(src, 'sound/vehicles/rocketlaunch.ogg', 80, 1, 5)
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animate(user, pixel_z = 300, time = 30, easing = LINEAR_EASING)
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sleep(70)
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animate(user, pixel_z = 0, time = 5, easing = LINEAR_EASING)
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sleep(5)
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user.notransform = FALSE
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process_fire(user, user, TRUE)
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if(!QDELETED(user)) //if they weren't gibbed by the explosion, take care of them for good.
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user.gib()
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return MANUAL_SUICIDE
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else
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sleep(5)
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shoot_with_empty_chamber(user)
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sleep(20)
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user.visible_message("<span class='warning'>[user] looks about the room realizing [user.p_theyre()] still there. [user.p_they(TRUE)] proceed to shove [src] down their throat and choke [user.p_them()]self with it!</span>", \
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"<span class='userdanger'>You look around after realizing you're still here, then proceed to choke yourself to death with [src]!</span>")
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sleep(20)
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return OXYLOSS
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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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@@ -243,7 +243,7 @@
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/obj/item/gun/energy/printer
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name = "cyborg lmg"
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desc = "A machinegun that fires 3d-printed flechettes slowly regenerated using a cyborg's internal power source."
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desc = "A LMG that fires 3D-printed flechettes. They are slowly resupplied using the cyborg's internal power source."
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icon_state = "l6closed0"
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icon = 'icons/obj/guns/projectile.dmi'
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cell_type = "/obj/item/stock_parts/cell/secborg"
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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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@@ -116,7 +116,7 @@
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new /obj/effect/temp_visual/heal(get_turf(target), "#80F5FF")
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target.adjustBruteLoss(-4)
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target.adjustFireLoss(-4)
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target.adjustToxLoss(-1)
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target.adjustToxLoss(-1, forced = TRUE)
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target.adjustOxyLoss(-1)
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return
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@@ -102,3 +102,23 @@
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else
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to_chat(user, "<span class='warning'>[src] cannot hold more syringes!</span>")
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return FALSE
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/obj/item/gun/syringe/dart
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name = "dart gun"
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desc = "A compressed air gun, designed to fit medicinal darts for application of medicine for those patients just out of reach."
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icon_state = "dartgun"
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item_state = "dartgun"
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materials = list(MAT_METAL=2000, MAT_GLASS=500)
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suppressed = TRUE //Softer fire sound
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can_unsuppress = FALSE
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/obj/item/gun/syringe/dart/Initialize()
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..()
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chambered = new /obj/item/ammo_casing/syringegun/dart(src)
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/obj/item/gun/syringe/dart/attackby(obj/item/A, mob/user, params, show_msg = TRUE)
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if(istype(A, /obj/item/reagent_containers/syringe/dart))
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..()
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else
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to_chat(user, "<span class='notice'>You can't put the [A] into \the [src]!</span>")
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return FALSE
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