Merge pull request #14054 from TheObserver-sys/AReturnToForm

Returns the Maintenance Shotgun to it's original recipe. Removes the Maintenance Rifle, and associated items.
This commit is contained in:
DeltaFire
2021-01-15 18:22:05 +01:00
committed by GitHub
10 changed files with 20 additions and 109 deletions

View File

@@ -89,7 +89,7 @@ GLOBAL_LIST_INIT(maintenance_loot, list(
/obj/effect/spawner/lootdrop/welder_tools = 3,
/obj/effect/spawner/lootdrop/low_tools = 5,
/obj/item/relic = 3,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 2,
/obj/item/weaponcrafting/receiver = 2,
/obj/item/clothing/head/cone = 2,
/obj/item/grenade/smokebomb = 2,
/obj/item/geiger_counter = 3,

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@@ -2,6 +2,12 @@
/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"
desc = "A classic rifle stock that doubles as a grip, roughly carved out of wood."
@@ -12,41 +18,3 @@
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"

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@@ -297,30 +297,15 @@
/datum/crafting_recipe/ishotgun
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,
reqs = list(/obj/item/pipe = 1,
/obj/item/weaponcrafting/receiver = 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//
@@ -449,38 +434,6 @@
// PARTS CRAFTING //
////////////////////
// RECEIVERS
/datum/crafting_recipe/rifle_receiver
name = "Improvised Rifle Receiver"
result = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
reqs = list(/obj/item/stack/sheet/metal = 15)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 25
category = CAT_WEAPONRY
subcategory = CAT_PARTS
/datum/crafting_recipe/shotgun_receiver
name = "Improvised Shotgun Receiver"
result = /obj/item/weaponcrafting/improvised_parts/shotgun_receiver
reqs = list(/obj/item/stack/sheet/metal = 10) // shotgun does less damage than the rifle and can't 1shot but is more portable
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 20
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// MISC
/datum/crafting_recipe/trigger_assembly
name = "Trigger Assembly"
result = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
reqs = list(/obj/item/stack/sheet/metal = 3,
/obj/item/assembly/igniter = 1)
tools = list(TOOL_SCREWDRIVER, TOOL_WELDER)
time = 20
category = CAT_WEAPONRY
subcategory = CAT_PARTS
// BOKKEN CRAFTING
/datum/crafting_recipe/bokken_blade

View File

@@ -664,9 +664,8 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 50,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 13,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 12,
/obj/item/weaponcrafting/receiver = 25,
/obj/item/weaponcrafting/stock = 25,
)
/obj/effect/spawner/lootdrop/weapon_parts
@@ -674,8 +673,8 @@
lootcount = 1
spawn_on_turf = FALSE
loot = list("" = 80,
/obj/item/weaponcrafting/improvised_parts/rifle_receiver = 5,
/obj/item/weaponcrafting/improvised_parts/trigger_assembly = 5,
/obj/item/weaponcrafting/receiver = 5,
/obj/item/weaponcrafting/stock = 5,
)
/obj/effect/spawner/lootdrop/ammo

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@@ -246,7 +246,6 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
new /datum/stack_recipe("pew (right)", /obj/structure/chair/pew/right, 3, one_per_turf = TRUE, on_floor = TRUE),\
)),
null, \
new/datum/stack_recipe("wooden firearm body", /obj/item/weaponcrafting/improvised_parts/wooden_body, 10, time = 20), \
new/datum/stack_recipe("rifle stock", /obj/item/weaponcrafting/stock, 10, time = 20), \
new/datum/stack_recipe("rolling pin", /obj/item/kitchen/rollingpin, 2, time = 30), \
new/datum/stack_recipe("wooden bucket", /obj/item/reagent_containers/glass/bucket/wood, 2, time = 30), \

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@@ -117,7 +117,7 @@
/obj/item/weldingtool = 3,
/obj/item/wirecutters = 2,
/obj/item/wrench = 4,
/obj/item/weaponcrafting/improvised_parts/shotgun_receiver = 1,
/obj/item/weaponcrafting/receiver = 1,
/obj/item/geiger_counter = 3,
/obj/item/reagent_containers/food/snacks/grown/citrus/orange = 5,
/obj/item/assembly/infra = 1,

View File

@@ -373,7 +373,6 @@
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

View File

@@ -318,7 +318,7 @@
pump()
return TRUE
// DOUBLE BARRELED SHOTGUN and IMPROVISED SHOTGUN are in revolver.dm
//due to code weirdness, and the fact that a refactor is coming soon anyway, the barman's shotgun and maint shotgun are in revolver.dm
/obj/item/gun/ballistic/shotgun/doublebarrel/hook
name = "hook modified sawn-off shotgun"

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@@ -74,12 +74,12 @@
build_path = /obj/item/restraints/handcuffs
category = list("hacked", "Security")
/datum/design/rifle_receiver
name = "Rifle Receiver"
id = "rifle_receiver"
/datum/design/reciever
name = "Modular Receiver"
id = "modular_receiver"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 24000)
build_path = /obj/item/weaponcrafting/improvised_parts/rifle_receiver
build_path = /obj/item/weaponcrafting/receiver
category = list("hacked", "Security")
/datum/design/shotgun_slug

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@@ -282,10 +282,3 @@
build_path = /obj/item/vending_refill/custom
category = list("initial", "Misc")
/datum/design/trigger_assembly
name = "Trigger Assembly"
id = "trigger_assembly"
build_type = AUTOLATHE
materials = list(/datum/material/iron = 6500, /datum/material/glass = 50)
build_path = /obj/item/weaponcrafting/improvised_parts/trigger_assembly
category = list("initial", "Misc")