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
This commit is contained in:
qweq12yt
2021-03-25 17:34:23 -03:00
parent f784b849b8
commit 9015b22f62
6 changed files with 0 additions and 60 deletions
@@ -494,24 +494,3 @@
var/mutable_appearance/charge_bar = mutable_appearance(icon, "[initial(icon_state)]_charge", color = batt_color)
charge_bar.pixel_x = i
. += charge_bar
// the derringer is neither a pistol or revolver, but for code sanity it will be here
// the idea is for it to not show on your sprite, be silent, but also not deal much damage
// also
/obj/item/gun/ballistic/revolver/derringer
name = "derringer pistol"
desc = "A favorite among dentists and vengeful heroes. Hides neatly inside your sleeves! Uses .38 rounds."
fire_sound = "sound/weapons/derringer.ogg"
icon_state = "pistol" // placeholder
// not visible in sprite, we want it to be like in jango
// not having it show on examining would be good and 'if (wearing clothes)' would desirable
item_state = null
mag_type = /obj/item/ammo_box/magazine/internal/cylinder/derringer
suppressed = TRUE // it needs to be good at something
w_class = WEIGHT_CLASS_SMALL
// you can't spin a derringer!
/obj/item/gun/ballistic/revolver/derringer/do_spin()
return
@@ -246,42 +246,3 @@
chambered.BB.damage *= 5
process_fire(target, user, TRUE, params)
// part of contraband assortments
/obj/item/gun/energy/laser/windupgun
name = "wind-up rifle"
cell_type = /obj/item/stock_parts/cell/crap/empty // can't be so good right?
ammo_type = list(/obj/item/ammo_casing/energy/laser)
desc = "A rifle using not so state-of-the-art mechanism of self charging. Music Box included"
icon_state = "laser"
item_state = "laser"
can_charge = FALSE // it is wind-up after all
dead_cell = TRUE
shaded_charge = FALSE // we don't want to see charge ammount, or do we?
var/music_box_state = -1 // part of the song to play
var/music_part = "" // and the path for said part
/obj/item/gun/energy/laser/windupgun/proc/set_music_state()
music_box_state = (music_box_state + 1) % 4
switch (music_box_state)
if (0)
music_part = "sound/weapons/wind_up_1.ogg"
if (1)
music_part = "sound/weapons/wind_up_2.ogg"
if (2)
music_part = "sound/weapons/wind_up_1.ogg"
if (3)
music_part = "sound/weapons/wind_up_3.ogg"
/obj/item/gun/energy/laser/windupgun/attack_self(mob/living/user)
if(cell.charge < cell.maxcharge)
to_chat(user, "<span class='notice'>You begin turning the key...</span>")
if(do_after(user, 20, target = user))
set_music_state()
playsound(user, music_part, 20, FALSE, ignore_walls = FALSE)
cell.give(100) // equivalent of one shot
to_chat(user, "<span class='notice'>[src.cell.charge / 100] shot\s loaded.</span>")
else
to_chat(user, "<span class='warning'>You need to stay still to do this!</span>")
else
to_chat(user, "<span class='notice'>It's already fully charged!</span>")