For the stranger there among them had a big iron on his hip. Big iron on his hiiiiiiip. (#12155)
* HoS modular revolver, ported from vore * Bugfixing, sanity checks etc. * Update hos.dm * Sprite fixed * Automatic changelog compile [ci skip] * HoS Weapon Selection * Icons * Clamp fix, removing rogue items from ye olde list * Update ammo.dmi * Requested Changes Part 1 * Beacon fixed (kind of) * Subtypes fix * User * Giving process_chamber a user so that the proc can use to_chat without requiring loc, fixes switching so the gun only switches to the same type when empty * redundant item * Adds an examine notice on how to remove the magazine * Requested Changes * Icons Co-authored-by: Changelogs <action@github.com>
This commit is contained in:
@@ -36,6 +36,7 @@
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targetitem = /obj/item/gun/energy/e_gun/hos
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difficulty = 10
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excludefromjob = list("Head Of Security")
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altitems = list(/obj/item/gun/ballistic/revolver/mws)
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/datum/objective_item/steal/handtele
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name = "a hand teleporter."
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25
code/game/machinery/recharger.dm
Executable file → Normal file
25
code/game/machinery/recharger.dm
Executable file → Normal file
@@ -17,6 +17,8 @@
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/obj/item/melee/baton,
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/obj/item/ammo_box/magazine/recharge,
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/obj/item/modular_computer,
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/obj/item/ammo_casing/mws_batt,
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/obj/item/ammo_box/magazine/mws_mag,
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/obj/item/twohanded/electrostaff,
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/obj/item/gun/ballistic/automatic/magrifle))
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@@ -143,6 +145,29 @@
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using_power = TRUE
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update_icon()
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return
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if(istype(charging, /obj/item/ammo_casing/mws_batt))
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var/obj/item/ammo_casing/mws_batt/R = charging
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if(R.cell.charge < R.cell.maxcharge)
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R.cell.give(R.cell.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(R.BB == null)
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R.chargeshot()
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update_icon(using_power)
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if(istype(charging, /obj/item/ammo_box/magazine/mws_mag))
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var/obj/item/ammo_box/magazine/mws_mag/R = charging
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for(var/B in R.stored_ammo)
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var/obj/item/ammo_casing/mws_batt/batt = B
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if(batt.cell.charge < batt.cell.maxcharge)
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batt.cell.give(batt.cell.chargerate * recharge_coeff)
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use_power(250 * recharge_coeff)
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using_power = 1
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if(batt.BB == null)
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batt.chargeshot()
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update_icon(using_power)
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else
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return PROCESS_KILL
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@@ -115,6 +115,20 @@
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new /obj/item/toy/crayon/spraycan(src)
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new /obj/item/clothing/shoes/sandal(src)
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/obj/item/choice_beacon/hosgun
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name = "personal weapon beacon"
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desc = "Use this to summon your personal Head of Security issued firearm!"
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/obj/item/choice_beacon/hosgun/generate_display_names()
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var/static/list/hos_gun_list
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if(!hos_gun_list)
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hos_gun_list = list()
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var/list/templist = subtypesof(/obj/item/storage/secure/briefcase/hos/) //we have to convert type = name to name = type, how lovely!
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for(var/V in templist)
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var/atom/A = V
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hos_gun_list[initial(A.name)] = A
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return hos_gun_list
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/obj/item/skub
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desc = "It's skub."
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name = "skub"
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@@ -147,6 +147,35 @@
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for(var/i = 0, i < STR.max_items - 2, i++)
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new /obj/item/stack/spacecash/c1000(src)
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/obj/item/storage/secure/briefcase/mws_pack
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/mws_pack/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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for(var/path in subtypesof(/obj/item/ammo_casing/mws_batt))
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new path(src)
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos
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name = "\improper \'MWS\' gun kit"
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desc = "A storage case for a multi-purpose handgun. Variety hour!"
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/obj/item/storage/secure/briefcase/hos/mws_pack_hos/PopulateContents()
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new /obj/item/gun/ballistic/revolver/mws(src)
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new /obj/item/ammo_box/magazine/mws_mag(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/lethal(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/stun(src)
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new /obj/item/ammo_casing/mws_batt/ion(src)
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/obj/item/storage/secure/briefcase/hos/multiphase_box
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name = "\improper X-01 Multiphase energy gun box"
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desc = "A storage case for a high-tech energy firearm."
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/obj/item/storage/secure/briefcase/mws_pack_hos/PopulateContents()
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new /obj/item/gun/energy/e_gun/hos(src)
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// -----------------------------
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// Secure Safe
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@@ -183,4 +212,4 @@
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return attack_self(user)
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/obj/item/storage/secure/safe/HoS
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name = "head of security's safe"
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name = "head of security's safe"
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@@ -76,12 +76,13 @@
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new /obj/item/storage/box/flashbangs(src)
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new /obj/item/shield/riot/tele(src)
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new /obj/item/storage/belt/security/full(src)
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new /obj/item/gun/energy/e_gun/hos(src)
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new /obj/item/choice_beacon/hosgun(src)
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new /obj/item/flashlight/seclite(src)
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new /obj/item/pinpointer/nuke(src)
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new /obj/item/circuitboard/machine/techfab/department/security(src)
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new /obj/item/storage/photo_album/HoS(src)
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new /obj/item/clothing/suit/hooded/wintercoat/hos(src)
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/obj/structure/closet/secure_closet/warden
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name = "\proper warden's locker"
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req_access = list(ACCESS_ARMORY)
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@@ -403,6 +403,12 @@ h1.alert, h2.alert {color: #000000;}
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.his_grace {color: #15D512; font-family: "Courier New", cursive, sans-serif; font-style: italic;}
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.spooky {color: #FF6100;}
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.velvet {color: #660015; font-weight: bold; animation: velvet 5000ms infinite;}
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.lethal {color: #bf3d3d; font-weight: bold;}
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.stun {color: #0f81bc; font-weight: bold;}
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.ion {color: #d084d6; font-weight: bold;}
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.xray {color: #32c025; font-weight: bold;}
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@keyframes velvet {
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0% { color: #400020; }
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40% { color: #FF0000; }
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@@ -12,3 +12,105 @@
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/obj/item/ammo_box/magazine/recharge/attack_self() //No popping out the "bullets"
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return
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// MWS Magazine //
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/obj/item/ammo_box/magazine/mws_mag
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name = "microbattery magazine"
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desc = "A microbattery holder for the 'Big Iron'"
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icon = 'icons/obj/ammo.dmi'
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icon_state = "mws_mag"
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caliber = "mws"
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ammo_type = /obj/item/ammo_casing/mws_batt
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start_empty = TRUE
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max_ammo = 3
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var/list/modes = list()
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/obj/item/ammo_box/magazine/mws_mag/update_overlays()
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.=..()
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if(!stored_ammo.len)
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return //Why bother
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var/x_offset = 5
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var/current = 0
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for(var/B in stored_ammo)
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var/obj/item/ammo_casing/mws_batt/batt = B
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var/mutable_appearance/cap = mutable_appearance(icon, "[initial(icon_state)]_cap", color = batt.type_color)
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cap.pixel_x = current * x_offset //Caps don't need a pixel_y offset
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. += cap
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if(batt.cell.charge > 0)
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var/ratio = CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * 4, 1) //4 is how many lights we have a sprite for
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var/mutable_appearance/charge = mutable_appearance(icon, "[initial(icon_state)]_charge-[ratio]", color = "#29EAF4") //Could use battery color but eh.
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charge.pixel_x = current * x_offset
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. += charge
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current++ //Increment for offsets
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// MWS Batteries //
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/obj/item/ammo_casing/mws_batt
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name = "\'MWS\' microbattery - UNKNOWN"
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desc = "A miniature battery for an energy weapon."
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icon = 'icons/obj/ammo.dmi'
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icon_state = "mws_batt"
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slot_flags = SLOT_BELT | SLOT_EARS
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throwforce = 1
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caliber = "mws"
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var/type_color = null
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var/type_name = null
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var/obj/item/stock_parts/cell/cell
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var/cell_type = /obj/item/stock_parts/cell{charge = 600; maxcharge = 600}
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var/e_cost = 100
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projectile_type = /obj/item/projectile/beam
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/obj/item/ammo_casing/mws_batt/Initialize()
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. = ..()
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pixel_x = rand(-10, 10)
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pixel_y = rand(-10, 10)
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cell = new cell_type(src)
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cell.give(cell.maxcharge)
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update_icon()
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/obj/item/ammo_casing/mws_batt/update_overlays()
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.=..()
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var/mutable_appearance/ends = mutable_appearance(icon, "[initial(icon_state)]_ends", color = type_color)
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. += ends
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/obj/item/ammo_casing/mws_batt/get_cell()
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return cell
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/obj/item/ammo_casing/mws_batt/proc/chargeshot()
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if(cell.charge >= e_cost)
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cell.use(e_cost)
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newshot()
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return
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// Specific batteries //
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/obj/item/ammo_casing/mws_batt/lethal
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name = "'MWS' microbattery - LETHAL"
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type_color = "#bf3d3d"
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type_name = "<span class='lethal'>LETHAL</span>"
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projectile_type = /obj/item/projectile/beam
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/obj/item/ammo_casing/mws_batt/stun
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name = "'MWS' microbattery - STUN"
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type_color = "#0f81bc"
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type_name = "<span class='stun'>STUN</span>"
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projectile_type = /obj/item/projectile/beam/disabler
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/obj/item/ammo_casing/mws_batt/xray
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name = "'MWS' microbattery - XRAY"
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type_color = "#32c025"
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type_name = "<span class='xray'>XRAY</span>"
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projectile_type = /obj/item/projectile/beam/xray
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/obj/item/ammo_casing/mws_batt/ion
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name = "'MWS' microbattery - ION"
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type_color = "#d084d6"
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type_name = "<span class='ion'>ION</span>"
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projectile_type = /obj/item/projectile/ion
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@@ -128,7 +128,7 @@
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zoom(user, FALSE) //we can only stay zoomed in if it's in our hands //yeah and we only unzoom if we're actually zoomed using the gun!!
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//called after the gun has successfully fired its chambered ammo.
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/obj/item/gun/proc/process_chamber()
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/obj/item/gun/proc/process_chamber(mob/living/user)
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return FALSE
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//check if there's enough ammo/energy/whatever to shoot one time
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@@ -306,7 +306,7 @@
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else
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shoot_with_empty_chamber(user)
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return
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process_chamber()
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process_chamber(user)
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update_icon()
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SSblackbox.record_feedback("tally", "gun_fired", 1, type)
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@@ -345,7 +345,7 @@
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shoot_with_empty_chamber(user)
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firing = FALSE
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return FALSE
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process_chamber()
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process_chamber(user)
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update_icon()
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return TRUE
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@@ -377,3 +377,114 @@
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user.emote("scream")
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user.drop_all_held_items()
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user.DefaultCombatKnockdown(80)
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// -------------- HoS Modular Weapon System -------------
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// ---------- Code originally from VoreStation ----------
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/obj/item/gun/ballistic/revolver/mws
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name = "MWS-01 'Big Iron'"
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desc = "Modular Weapons System"
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icon = 'icons/obj/guns/projectile.dmi'
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icon_state = "mws"
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fire_sound = 'sound/weapons/Taser.ogg'
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mag_type = /obj/item/ammo_box/magazine/mws_mag
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spawnwithmagazine = FALSE
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recoil = 0
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var/charge_sections = 6
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/obj/item/gun/ballistic/revolver/mws/examine(mob/user)
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. = ..()
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. += "<span class='notice'>Alt-click to remove the magazine.</span>"
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/obj/item/gun/ballistic/revolver/mws/shoot_with_empty_chamber(mob/living/user as mob|obj)
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process_chamber(user)
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if(!chambered || !chambered.BB)
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to_chat(user, "<span class='danger'>*click*</span>")
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playsound(src, "gun_dry_fire", 30, 1)
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/obj/item/gun/ballistic/revolver/mws/process_chamber(mob/living/user)
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if(chambered && !chambered.BB) //if BB is null, i.e the shot has been fired...
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var/obj/item/ammo_casing/mws_batt/shot = chambered
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if(shot.cell.charge >= shot.e_cost)
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shot.chargeshot()
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else
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for(var/B in magazine.stored_ammo)
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var/obj/item/ammo_casing/mws_batt/other_batt = B
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if(istype(other_batt,shot) && other_batt.cell.charge >= other_batt.e_cost)
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switch_to(other_batt, user)
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break
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update_icon()
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/obj/item/gun/ballistic/revolver/mws/proc/switch_to(obj/item/ammo_casing/mws_batt/new_batt, mob/living/user)
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if(ishuman(user))
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if(chambered && new_batt.type == chambered.type)
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to_chat(user,"<span class='warning'>[src] is now using the next [new_batt.type_name] power cell.</span>")
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else
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to_chat(user,"<span class='warning'>[src] is now firing [new_batt.type_name].</span>")
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chambered = new_batt
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update_icon()
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/obj/item/gun/ballistic/revolver/mws/attack_self(mob/living/user)
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if(!chambered)
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return
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var/list/stored_ammo = magazine.stored_ammo
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if(stored_ammo.len == 1)
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return //silly you.
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//Find an ammotype that ISN'T the same, or exhaust the list and don't change.
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var/our_slot = stored_ammo.Find(chambered)
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for(var/index in 1 to stored_ammo.len)
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var/true_index = ((our_slot + index - 1) % stored_ammo.len) + 1 // Stupid ONE BASED lists!
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var/obj/item/ammo_casing/mws_batt/next_batt = stored_ammo[true_index]
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if(chambered != next_batt && !istype(next_batt, chambered.type) && next_batt.cell.charge >= next_batt.e_cost)
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switch_to(next_batt, user)
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break
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/obj/item/gun/ballistic/revolver/mws/AltClick(mob/living/user)
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.=..()
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if(magazine)
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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 [src].</span>")
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if(chambered)
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chambered = null
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update_icon()
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/obj/item/gun/ballistic/revolver/mws/update_overlays()
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.=..()
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if(!chambered)
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return
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var/obj/item/ammo_casing/mws_batt/batt = chambered
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var/batt_color = batt.type_color //Used many times
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//Mode bar
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var/image/mode_bar = image(icon, icon_state = "[initial(icon_state)]_type")
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mode_bar.color = batt_color
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. += mode_bar
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//Barrel color
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var/mutable_appearance/barrel_color = mutable_appearance(icon, "[initial(icon_state)]_barrel", color = batt_color)
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barrel_color.alpha = 150
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. += barrel_color
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//Charge bar
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var/ratio = can_shoot() ? CEILING(clamp(batt.cell.charge / batt.cell.maxcharge, 0, 1) * charge_sections, 1) : 0
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for(var/i = 0, i < ratio, i++)
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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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