removed wind-up gun and derringer from code
they were not ready, this branch is now more focused on adding stuff that is on the game already
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@@ -494,24 +494,3 @@
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var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
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charge_bar.pixel_x = i
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. += charge_bar
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// the derringer is neither a pistol or revolver, but for code sanity it will be here
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// the idea is for it to not show on your sprite, be silent, but also not deal much damage
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// also
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/obj/item/gun/ballistic/revolver/derringer
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name = "derringer pistol"
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desc = "A favorite among dentists and vengeful heroes. Hides neatly inside your sleeves! Uses .38 rounds."
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fire_sound = "sound/weapons/derringer.ogg"
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icon_state = "pistol" // placeholder
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// not visible in sprite, we want it to be like in jango
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// not having it show on examining would be good and 'if (wearing clothes)' would desirable
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item_state = null
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mag_type = /obj/item/ammo_box/magazine/internal/cylinder/derringer
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suppressed = TRUE // it needs to be good at something
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w_class = WEIGHT_CLASS_SMALL
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// you can't spin a derringer!
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/obj/item/gun/ballistic/revolver/derringer/do_spin()
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return
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@@ -246,42 +246,3 @@
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chambered.BB.damage *= 5
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process_fire(target, user, TRUE, params)
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// part of contraband assortments
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/obj/item/gun/energy/laser/windupgun
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name = "wind-up rifle"
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cell_type = /obj/item/stock_parts/cell/crap/empty // can't be so good right?
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ammo_type = list(/obj/item/ammo_casing/energy/laser)
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desc = "A rifle using not so state-of-the-art mechanism of self charging. Music Box included"
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icon_state = "laser"
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item_state = "laser"
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can_charge = FALSE // it is wind-up after all
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dead_cell = TRUE
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shaded_charge = FALSE // we don't want to see charge ammount, or do we?
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var/music_box_state = -1 // part of the song to play
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var/music_part = "" // and the path for said part
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/obj/item/gun/energy/laser/windupgun/proc/set_music_state()
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music_box_state = (music_box_state + 1) % 4
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switch (music_box_state)
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if (0)
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music_part = "sound/weapons/wind_up_1.ogg"
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if (1)
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music_part = "sound/weapons/wind_up_2.ogg"
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if (2)
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music_part = "sound/weapons/wind_up_1.ogg"
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if (3)
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music_part = "sound/weapons/wind_up_3.ogg"
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/obj/item/gun/energy/laser/windupgun/attack_self(mob/living/user)
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if(cell.charge < cell.maxcharge)
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to_chat(user, "<span class='notice'>You begin turning the key...</span>")
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if(do_after(user, 20, target = user))
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set_music_state()
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playsound(user, music_part, 20, FALSE, ignore_walls = FALSE)
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cell.give(100) // equivalent of one shot
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to_chat(user, "<span class='notice'>[src.cell.charge / 100] shot\s loaded.</span>")
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else
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to_chat(user, "<span class='warning'>You need to stay still to do this!</span>")
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else
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to_chat(user, "<span class='notice'>It's already fully charged!</span>")
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