A change in tact, perhaps?

This commit is contained in:
The0bserver
2021-01-13 23:08:05 -05:00
parent 2b8b9086ec
commit 55cd69746d
5 changed files with 106 additions and 157 deletions
+5 -38
View File
@@ -1,6 +1,11 @@
// PARTS //
/obj/item/weaponcrafting
icon = 'icons/obj/improvised.dmi'
/obj/item/weaponcrafting/receiver
name = "modular receiver"
desc = "A prototype modular receiver and trigger assembly for a firearm."
icon = 'icons/obj/improvised.dmi'
icon_state = "receiver"
/obj/item/weaponcrafting/stock
name = "rifle stock"
@@ -12,41 +17,3 @@
name = "wound thread"
desc = "A long piece of thread with some resemblance to cable coil."
icon_state = "durastring"
////////////////////////////////
// IMPROVISED WEAPON PARTS//
////////////////////////////////
/obj/item/weaponcrafting/improvised_parts
name = "Debug Improvised Gun Part"
desc = "A badly coded gun part. You should report coders if you see this."
icon = 'icons/obj/guns/gun_parts.dmi'
icon_state = "palette"
// RECEIVERS
/obj/item/weaponcrafting/improvised_parts/rifle_receiver
name = "rifle receiver"
desc = "A crudely constructed receiver to create an improvised bolt-action breechloaded rifle." // removed some text implying that the item had more uses than it does
icon_state = "receiver_rifle"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver
name = "shotgun reciever"
desc = "An improvised receiver to create a break-action breechloaded shotgun." // removed some text implying that the item had more uses than it does
icon_state = "receiver_shotgun"
w_class = WEIGHT_CLASS_SMALL
// MISC
/obj/item/weaponcrafting/improvised_parts/trigger_assembly
name = "firearm trigger assembly"
desc = "A modular trigger assembly with a firing pin, this can be used to make a whole bunch of improvised firearss."
icon_state = "trigger_assembly"
w_class = WEIGHT_CLASS_SMALL
/obj/item/weaponcrafting/improvised_parts/wooden_body
name = "wooden firearm body"
desc = "A crudely fashioned wooden body to help keep higher calibre improvised weapons from blowing themselves apart."
icon_state = "wooden_body"
@@ -298,29 +298,13 @@
name = "Improvised Shotgun"
result = /obj/item/gun/ballistic/revolver/doublebarrel/improvised
reqs = list(/obj/item/pipe = 2, // putting a large amount of meaningless timegates by forcing people to turn base resources into upgraded resources kinda sucks
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
/obj/item/weaponcrafting/stock = 1,
/obj/item/stack/packageWrap = 5)
tools = list(TOOL_SCREWDRIVER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
/datum/crafting_recipe/irifle // larger and less versatile gun, but a bit easier to make
name = "Improvised Rifle (7.62mm)"
result = /obj/item/gun/ballistic/shotgun/boltaction/improvised
reqs = list(/obj/item/pipe = 2, // above
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 1,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 1,
/obj/item/weaponcrafting/improvised_parts/wooden_body = 1,
/obj/item/weaponcrafting/stock = 1,
/obj/item/stack/packageWrap = 5)
tools = list(TOOL_SCREWDRIVER)
time = 100
category = CAT_WEAPONRY
subcategory = CAT_WEAPON
//the Improvised Rifle will not be missed. Rest in Pieces 2019-2021
//////////////////
///AMMO CRAFTING//
+1 -1
View File
@@ -188,7 +188,7 @@ datum/gang_item/clothing/shades //Addition: Why not have cool shades on a gang m
name = "Sawn-Off Improvised Shotgun"
id = "sawn"
cost = 5
item_path = /obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
item_path = /obj/item/gun/ballistic/shotgun/doublebarrel/improvised/sawn
/datum/gang_item/weapon/ammo/improvised_ammo
name = "Box of Buckshot"
@@ -273,106 +273,6 @@
return
user.visible_message("<span class='danger'>[user.name]'s soul is captured by \the [src]!</span>", "<span class='userdanger'>You've lost the gamble! Your soul is forfeit!</span>")
/////////////////////////////
// DOUBLE BARRELED SHOTGUN //
/////////////////////////////
/obj/item/gun/ballistic/revolver/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 10
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
sawn_desc = "Omar's coming!"
obj_flags = UNIQUE_RENAME
unique_reskin = list("Default" = "dshotgun",
"Dark Red Finish" = "dshotgun-d",
"Ash" = "dshotgun-f",
"Faded Grey" = "dshotgun-g",
"Maple" = "dshotgun-l",
"Rosewood" = "dshotgun-p"
)
/obj/item/gun/ballistic/revolver/doublebarrel/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
sawoff(user)
if(istype(A, /obj/item/melee/transforming/energy))
var/obj/item/melee/transforming/energy/W = A
if(W.active)
sawoff(user)
/obj/item/gun/ballistic/revolver/doublebarrel/attack_self(mob/living/user)
var/num_unloaded = 0
while (get_ammo() > 0)
var/obj/item/ammo_casing/CB
CB = magazine.get_round(0)
chambered = null
CB.forceMove(drop_location())
CB.update_icon()
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class='notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
/////////////////////////////
// IMPROVISED SHOTGUN //
/////////////////////////////
/obj/item/gun/ballistic/revolver/doublebarrel/improvised
name = "improvised shotgun"
desc = "A shoddy break-action breechloaded shotgun. Less ammo-efficient than an actual shotgun, but still packs a punch."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
force = 10
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
sawn_desc = "I'm just here for the gasoline."
unique_reskin = null
var/slung = FALSE
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
slung = TRUE
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/update_overlays()
. = ..()
if(slung)
. += "[icon_state]sling"
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawoff(mob/user)
. = ..()
if(. && slung) //sawing off the gun removes the sling
new /obj/item/stack/cable_coil(get_turf(src), 10)
slung = 0
update_icon()
/obj/item/gun/ballistic/revolver/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
sawn_off = TRUE
slot_flags = ITEM_SLOT_BELT
/obj/item/gun/ballistic/revolver/reverse //Fires directly at its user... unless the user is a clown, of course.
clumsy_check = 0
@@ -318,7 +318,105 @@
pump()
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
/////////////////////////////
// DOUBLE BARRELED SHOTGUN //
/////////////////////////////
/obj/item/gun/ballistic/shotgun/doublebarrel
name = "double-barreled shotgun"
desc = "A true classic."
icon_state = "dshotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 10
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
sawn_desc = "Omar's coming!"
obj_flags = UNIQUE_RENAME
unique_reskin = list("Default" = "dshotgun",
"Dark Red Finish" = "dshotgun-d",
"Ash" = "dshotgun-f",
"Faded Grey" = "dshotgun-g",
"Maple" = "dshotgun-l",
"Rosewood" = "dshotgun-p"
)
/obj/item/gun/ballistic/shotgun/doublebarrel/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/ammo_box) || istype(A, /obj/item/ammo_casing))
chamber_round()
if(A.tool_behaviour == TOOL_SAW || istype(A, /obj/item/gun/energy/plasmacutter))
sawoff(user)
if(istype(A, /obj/item/melee/transforming/energy))
var/obj/item/melee/transforming/energy/W = A
if(W.active)
sawoff(user)
/obj/item/gun/ballistic/shotgun/doublebarrel/attack_self(mob/living/user)
var/num_unloaded = 0
while (get_ammo() > 0)
var/obj/item/ammo_casing/CB
CB = magazine.get_round(0)
chambered = null
CB.forceMove(drop_location())
CB.update_icon()
num_unloaded++
if (num_unloaded)
to_chat(user, "<span class='notice'>You break open \the [src] and unload [num_unloaded] shell\s.</span>")
else
to_chat(user, "<span class='warning'>[src] is empty!</span>")
/////////////////////////////
// IMPROVISED SHOTGUN //
/////////////////////////////
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised
name = "improvised shotgun"
desc = "A shoddy break-action breechloaded shotgun. Less ammo-efficient than an actual shotgun, but still packs a punch."
icon_state = "ishotgun"
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM // prevents shooting 2 at once, but doesn't require 2 hands
force = 10
slot_flags = null
mag_type = /obj/item/ammo_box/magazine/internal/shot/improvised
sawn_desc = "I'm just here for the gasoline."
unique_reskin = null
var/slung = FALSE
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/attackby(obj/item/A, mob/user, params)
..()
if(istype(A, /obj/item/stack/cable_coil) && !sawn_off)
if(A.use_tool(src, user, 0, 10, skill_gain_mult = EASY_USE_TOOL_MULT))
slot_flags = ITEM_SLOT_BACK
to_chat(user, "<span class='notice'>You tie the lengths of cable to the shotgun, making a sling.</span>")
slung = TRUE
update_icon()
else
to_chat(user, "<span class='warning'>You need at least ten lengths of cable if you want to make a sling!</span>")
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/update_overlays()
. = ..()
if(slung)
. += "[icon_state]sling"
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/sawoff(mob/user)
. = ..()
if(. && slung) //sawing off the gun removes the sling
new /obj/item/stack/cable_coil(get_turf(src), 10)
slung = 0
update_icon()
/obj/item/gun/ballistic/shotgun/doublebarrel/improvised/sawn
name = "sawn-off improvised shotgun"
desc = "The barrel and stock have been sawn and filed down; it can fit in backpacks. You wont want to shoot two of these at once if you value your wrists."
icon_state = "ishotgun"
item_state = "gun"
w_class = WEIGHT_CLASS_NORMAL
sawn_off = TRUE
slot_flags = ITEM_SLOT_BELT
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"