Merge branch 'master' into upstream-merge-33055
This commit is contained in:
@@ -30,8 +30,8 @@
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var/obj/item/ammo_casing/AC = chambered //Find chambered round
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if(istype(AC)) //there's a chambered round
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if(casing_ejector)
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AC.forceMove(get_turf(src)) //Eject casing onto ground.
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AC.SpinAnimation(10, 1) //next gen special effects
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AC.forceMove(drop_location()) //Eject casing onto ground.
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AC.bounce_away(TRUE)
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chambered = null
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else if(empty_chamber)
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chambered = null
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@@ -58,7 +58,13 @@
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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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chamber_round()
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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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chamber_round()
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addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/weapons/gun_chamber_round.ogg', 100, 1), 3)
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else
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playsound(src, "gun_insert_empty_magazine", 70, 1)
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A.update_icon()
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update_icon()
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return 1
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@@ -110,13 +116,18 @@
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magazine.forceMove(drop_location())
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user.put_in_hands(magazine)
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magazine.update_icon()
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if(magazine.ammo_count())
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playsound(src, "sound/weapons/gun_magazine_remove_full.ogg", 70, 1)
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else
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playsound(src, "gun_remove_empty_magazine", 70, 1)
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magazine = null
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to_chat(user, "<span class='notice'>You pull the magazine out of \the [src].</span>")
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else if(chambered)
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AC.forceMove(drop_location())
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AC.SpinAnimation(10, 1)
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AC.bounce_away()
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chambered = null
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to_chat(user, "<span class='notice'>You unload the round from \the [src]'s chamber.</span>")
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playsound(src, "gun_slide_lock", 70, 1)
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else
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to_chat(user, "<span class='notice'>There's no magazine in \the [src].</span>")
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update_icon()
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@@ -162,7 +173,7 @@
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return(OXYLOSS)
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brain[user.p_s()] out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 30, 1)
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return (OXYLOSS)
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#undef BRAINS_BLOWN_THROW_SPEED
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#undef BRAINS_BLOWN_THROW_RANGE
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@@ -108,7 +108,7 @@
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/obj/item/gun/ballistic/automatic/c20r/update_icon()
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..()
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icon_state = "c20r[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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icon_state = "c20r[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""][chambered ? "" : "-e"][suppressed ? "-suppressed" : ""]"
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/obj/item/gun/ballistic/automatic/wt550
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name = "security auto rifle"
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@@ -123,7 +123,7 @@
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/obj/item/gun/ballistic/automatic/wt550/update_icon()
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..()
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icon_state = "wt550[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
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icon_state = "wt550[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
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/obj/item/gun/ballistic/automatic/mini_uzi
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name = "\improper Type U3 Uzi"
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@@ -304,7 +304,7 @@
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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)*25 : "-empty"][suppressed ? "-suppressed" : ""]"
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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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@@ -415,5 +415,5 @@
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/obj/item/gun/ballistic/automatic/laser/update_icon()
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..()
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icon_state = "oldrifle[magazine ? "-[Ceiling(get_ammo(0)/4)*4]" : ""]"
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icon_state = "oldrifle[magazine ? "-[CEILING(get_ammo(0)/4, 1)*4]" : ""]"
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return
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@@ -40,12 +40,10 @@
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CB = magazine.get_round(0)
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if(CB)
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CB.forceMove(drop_location())
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CB.SpinAnimation(10, 1)
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CB.update_icon()
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CB.bounce_away(FALSE, NONE)
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num_unloaded++
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if (num_unloaded)
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to_chat(user, "<span class='notice'>You unload [num_unloaded] shell\s from [src].</span>")
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playsound(user, 'sound/weapons/bulletremove.ogg', 60, 1)
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else
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to_chat(user, "<span class='warning'>[src] is empty!</span>")
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@@ -229,7 +227,7 @@
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return
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user.visible_message("<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/ballistic/revolver/russian/proc/shoot_self(mob/living/carbon/human/user, affecting = "head")
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user.apply_damage(300, BRUTE, affecting)
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@@ -57,7 +57,7 @@
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/obj/item/gun/ballistic/shotgun/proc/pump_unload(mob/M)
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if(chambered)//We have a shell in the chamber
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chambered.forceMove(drop_location())//Eject casing
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chambered.SpinAnimation(5, 1)
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chambered.bounce_away()
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chambered = null
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/obj/item/gun/ballistic/shotgun/proc/pump_reload(mob/M)
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@@ -365,7 +365,7 @@
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AC.sync_stats()
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/obj/item/gun/energy/beam_rifle/proc/delay_penalty(amount)
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aiming_time_left = Clamp(aiming_time_left + amount, 0, aiming_time)
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aiming_time_left = CLAMP(aiming_time_left + amount, 0, aiming_time)
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/obj/item/ammo_casing/energy/beam_rifle
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name = "particle acceleration lens"
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@@ -416,11 +416,11 @@
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HS_BB.stun = projectile_stun
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HS_BB.impact_structure_damage = impact_structure_damage
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HS_BB.aoe_mob_damage = aoe_mob_damage
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HS_BB.aoe_mob_range = Clamp(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_mob_range = CLAMP(aoe_mob_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_fire_chance = aoe_fire_chance
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HS_BB.aoe_fire_range = aoe_fire_range
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HS_BB.aoe_structure_damage = aoe_structure_damage
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HS_BB.aoe_structure_range = Clamp(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.aoe_structure_range = CLAMP(aoe_structure_range, 0, 15) //Badmin safety lock
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HS_BB.wall_devastate = wall_devastate
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HS_BB.wall_pierce_amount = wall_pierce_amount
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HS_BB.structure_pierce_amount = structure_piercing
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@@ -130,7 +130,7 @@
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..()
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if(!automatic_charge_overlays)
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return
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var/ratio = Ceiling((cell.charge / cell.maxcharge) * charge_sections)
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var/ratio = CEILING((cell.charge / cell.maxcharge) * charge_sections, 1)
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var/obj/item/ammo_casing/energy/shot = ammo_type[select]
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var/iconState = "[icon_state]_charge"
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var/itemState = null
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@@ -175,7 +175,7 @@
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return(OXYLOSS)
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else
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user.visible_message("<span class='suicide'>[user] is pretending to blow [user.p_their()] brains out with [src]! It looks like [user.p_theyre()] trying to commit suicide!</b></span>")
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playsound(src, "gun_dry_fire", 50, 1)
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playsound(src, "gun_dry_fire", 30, 1)
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return (OXYLOSS)
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@@ -121,7 +121,6 @@
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item_state = "plasmacutter"
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ammo_type = list(/obj/item/ammo_casing/energy/plasma)
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flags_1 = CONDUCT_1
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container_type = OPENCONTAINER_1
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attack_verb = list("attacked", "slashed", "cut", "sliced")
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force = 12
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sharpness = IS_SHARP
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@@ -12,9 +12,9 @@
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/obj/item/gun/magic/wand/Initialize()
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if(prob(75) && variable_charges) //25% chance of listed max charges, 50% chance of 1/2 max charges, 25% chance of 1/3 max charges
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if(prob(33))
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max_charges = Ceiling(max_charges / 3)
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max_charges = CEILING(max_charges / 3, 1)
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else
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max_charges = Ceiling(max_charges / 2)
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max_charges = CEILING(max_charges / 2, 1)
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return ..()
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/obj/item/gun/magic/wand/examine(mob/user)
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