/obj/item/gun/ballistic/bow name = "wooden bow" desc = "Some sort of primitive projectile weapon. Used to fire arrows." icon_state = "bow" item_state = "bow" w_class = WEIGHT_CLASS_BULKY weapon_weight = WEAPON_HEAVY //need both hands to fire force = 5 mag_type = /obj/item/ammo_box/magazine/internal/bow fire_sound = 'sound/weapons/bowfire.wav' slot_flags = ITEM_SLOT_BACK item_flags = NONE casing_ejector = FALSE inaccuracy_modifier = 0 //to counteract the innaccuracy from WEAPON_HEAVY, bows are supposed to be accurate but only able to be fired with both hands pin = null no_pin_required = TRUE trigger_guard = TRIGGER_GUARD_NONE //so ashwalkers can use it /obj/item/gun/ballistic/bow/shoot_with_empty_chamber() return /obj/item/gun/ballistic/bow/chamber_round() chambered = magazine.get_round(1) /obj/item/gun/ballistic/bow/process_chamber() chambered = null magazine.get_round(0) update_icon() /obj/item/gun/ballistic/bow/attack_self(mob/living/user) if (chambered) var/obj/item/ammo_casing/AC = magazine.get_round(0) user.put_in_hands(AC) chambered = null to_chat(user, "You gently release the bowstring, removing the arrow.") else if (get_ammo()) to_chat(user, "You draw back the bowstring.") playsound(src, 'sound/weapons/bowdraw.wav', 75, 0) //gets way too high pitched if the freq varies chamber_round() update_icon() /obj/item/gun/ballistic/bow/attackby(obj/item/I, mob/user, params) if (magazine.attackby(I, user, params, 1)) to_chat(user, "You notch the arrow.") update_icon() /obj/item/gun/ballistic/bow/update_icon_state() icon_state = "[initial(icon_state)]_[get_ammo() ? (chambered ? "firing" : "loaded") : "unloaded"]" /obj/item/gun/ballistic/bow/can_shoot() return chambered /obj/item/gun/ballistic/bow/ashen name = "bone bow" desc = "Some sort of primitive projectile weapon made of bone and sinew. Used to fire arrows." icon_state = "ashenbow" item_state = "ashenbow" force = 8 /obj/item/gun/ballistic/bow/pipe name = "pipe bow" desc = "Some sort of pipe made projectile weapon made of a silk string and lots of bending. Used to fire arrows." icon_state = "pipebow" item_state = "pipebow" force = 0