/
_ammunition.dm
116 lines (104 loc) · 4.09 KB
/
_ammunition.dm
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/obj/item/ammo_casing
name = "bullet casing"
desc = "A bullet casing."
icon = 'icons/obj/guns/ammo.dmi'
icon_state = "s-casing"
worn_icon_state = "bullet"
flags_1 = CONDUCT_1
slot_flags = ITEM_SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
custom_materials = list(/datum/material/iron = 500)
///What sound should play when this ammo is fired
var/fire_sound = null
///Which kind of guns it can be loaded into
var/caliber = null
///The bullet type to create when New() is called
var/projectile_type = null
///the loaded projectile in this ammo casing
var/obj/projectile/loaded_projectile = null
///Pellets for spreadshot
var/pellets = 1
///Variance for inaccuracy fundamental to the casing
var/variance = 0
///Randomspread for automatics
var/randomspread = 0
///Delay for energy weapons
var/delay = 0
///Override this to make your gun have a faster fire rate, in tenths of a second. 4 is the default gun cooldown.
var/click_cooldown_override = 0
///the visual effect appearing when the ammo is fired.
var/firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect
var/heavy_metal = TRUE
///pacifism check for boolet, set to FALSE if bullet is non-lethal
var/harmful = TRUE
/obj/item/ammo_casing/spent
name = "spent bullet casing"
loaded_projectile = null
/obj/item/ammo_casing/Initialize()
. = ..()
if(projectile_type)
loaded_projectile = new projectile_type(src)
pixel_x = base_pixel_x + rand(-10, 10)
pixel_y = base_pixel_y + rand(-10, 10)
setDir(pick(GLOB.alldirs))
update_appearance()
/obj/item/ammo_casing/Destroy()
. = ..()
var/turf/T = get_turf(src)
if(T && !loaded_projectile && is_station_level(T.z))
SSblackbox.record_feedback("tally", "station_mess_destroyed", 1, name)
QDEL_NULL(loaded_projectile)
/obj/item/ammo_casing/update_icon_state()
icon_state = "[initial(icon_state)][loaded_projectile ? "-live" : null]"
return ..()
/obj/item/ammo_casing/update_desc()
desc = "[initial(desc)][loaded_projectile ? null : " This one is spent."]"
return ..()
/*
* On accidental consumption, 'spend' the ammo, and add in some gunpowder
*/
/obj/item/ammo_casing/on_accidental_consumption(mob/living/carbon/victim, mob/living/carbon/user, obj/item/source_item, discover_after = TRUE)
if(loaded_projectile)
loaded_projectile = null
update_appearance()
victim.reagents?.add_reagent(/datum/reagent/gunpowder, 3)
source_item?.reagents?.add_reagent(/datum/reagent/gunpowder, source_item.reagents.total_volume*(2/3))
return ..()
//proc to magically refill a casing with a new projectile
/obj/item/ammo_casing/proc/newshot() //For energy weapons, syringe gun, shotgun shells and wands (!).
if(!loaded_projectile)
loaded_projectile = new projectile_type(src, src)
/obj/item/ammo_casing/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/ammo_box))
var/obj/item/ammo_box/box = I
if(isturf(loc))
var/boolets = 0
for(var/obj/item/ammo_casing/bullet in loc)
if (box.stored_ammo.len >= box.max_ammo)
break
if (bullet.loaded_projectile)
if (box.give_round(bullet, 0))
boolets++
else
continue
if (boolets > 0)
box.update_appearance()
to_chat(user, "<span class='notice'>You collect [boolets] shell\s. [box] now contains [box.stored_ammo.len] shell\s.</span>")
else
to_chat(user, "<span class='warning'>You fail to collect anything!</span>")
else
return ..()
/obj/item/ammo_casing/throw_impact(atom/hit_atom, datum/thrownthing/throwingdatum)
bounce_away(FALSE, NONE)
return ..()
/obj/item/ammo_casing/proc/bounce_away(still_warm = FALSE, bounce_delay = 3)
if(!heavy_metal)
return
update_appearance()
SpinAnimation(10, 1)
var/turf/T = get_turf(src)
if(still_warm && T?.bullet_sizzle)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, 'sound/items/welder.ogg', 20, 1), bounce_delay) //If the turf is made of water and the shell casing is still hot, make a sizzling sound when it's ejected.
else if(T?.bullet_bounce_sound)
addtimer(CALLBACK(GLOBAL_PROC, .proc/playsound, src, T.bullet_bounce_sound, 20, 1), bounce_delay) //Soft / non-solid turfs that shouldn't make a sound when a shell casing is ejected over them.