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Continued Ammo Adjustments #3838

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2 changes: 1 addition & 1 deletion code/game/objects/effects/spawners/random/exotic.dm
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@
loot = list(
/obj/item/gun/ballistic/automatic/pistol/ringneck = 8,
/obj/item/gun/ballistic/shotgun/automatic/m11 = 5,
/obj/item/gun/ballistic/automatic/pistol/deagle,
/obj/item/gun/ballistic/automatic/pistol/spitter,
/obj/item/gun/ballistic/revolver/mateba
)

Original file line number Diff line number Diff line change
Expand Up @@ -11,9 +11,9 @@
new /obj/item/aicard(src)
new /obj/item/assembly/flash/handheld(src)
if(prob(50))
new /obj/item/ammo_box/magazine/m50(src)
new /obj/item/ammo_box/magazine/m50(src)
new /obj/item/gun/ballistic/automatic/pistol/deagle(src)
new /obj/item/ammo_box/magazine/cm357(src)
new /obj/item/ammo_box/magazine/cm357(src)
new /obj/item/gun/ballistic/automatic/pistol/cm357(src)
else
new /obj/item/ammo_box/a357(src)
new /obj/item/ammo_box/a357(src)
Expand Down
18 changes: 1 addition & 17 deletions code/modules/awaymissions/capture_the_flag.dm
Original file line number Diff line number Diff line change
Expand Up @@ -403,22 +403,6 @@
CTF.ctf_gear = initial(ctf_gear)
CTF.respawn_cooldown = DEFAULT_RESPAWN

/obj/item/gun/ballistic/automatic/pistol/deagle/ctf
desc = "This looks like it could really hurt in melee."
force = 75
default_ammo_type = /obj/item/ammo_box/magazine/m50/ctf
allowed_ammo_types = list(
/obj/item/ammo_box/magazine/m50/ctf,
)

/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/dropped()
. = ..()
addtimer(CALLBACK(src, PROC_REF(floor_vanish)), 1)

/obj/item/gun/ballistic/automatic/pistol/deagle/ctf/proc/floor_vanish()
if(isturf(loc))
qdel(src)

/obj/item/ammo_box/magazine/m50/ctf
ammo_type = /obj/item/ammo_casing/a50/ctf

Expand Down Expand Up @@ -528,7 +512,7 @@
shoes = /obj/item/clothing/shoes/combat
gloves = /obj/item/clothing/gloves/tackler/combat
id = /obj/item/card/id/away
belt = /obj/item/gun/ballistic/automatic/pistol/deagle/ctf
belt = /obj/item/gun/ballistic/automatic/pistol/cm357
l_pocket = /obj/item/ammo_box/magazine/recharge/ctf
r_pocket = /obj/item/ammo_box/magazine/recharge/ctf
r_hand = /obj/item/gun/ballistic/automatic/laser/ctf
Expand Down
5 changes: 2 additions & 3 deletions code/modules/clothing/outfits/ert/frontiersmen_ert.dm
Original file line number Diff line number Diff line change
Expand Up @@ -186,7 +186,7 @@
back = /obj/item/storage/backpack/satchel/leather
suit = /obj/item/clothing/suit/armor/frontier
suit_store = null
belt = /obj/item/gun/ballistic/automatic/pistol/deagle
belt = /obj/item/gun/ballistic/automatic/pistol/mauler

backpack_contents = list(/obj/item/clothing/mask/gas/frontiersmen, /obj/item/ammo_box/magazine/m50=2, /obj/item/binoculars=1, /obj/item/melee/knife/survival)

Expand All @@ -196,8 +196,7 @@
suit = /obj/item/clothing/suit/armor/vest/marine/frontier
head = /obj/item/clothing/head/helmet/bulletproof/x11/frontier
mask = /obj/item/clothing/mask/breath
belt = /obj/item/gun/ballistic/automatic/pistol/deagle/gold // daring today aren't we

belt = /obj/item/gun/ballistic/automatic/pistol/mauler
backpack = /obj/item/minigunpack
satchel = /obj/item/minigunpack
courierbag = /obj/item/minigunpack
Expand Down
2 changes: 1 addition & 1 deletion code/modules/projectiles/ammunition/_ammo_casing.dm
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@
if(user.canUseTopic(src, BE_CLOSE))
name = "[initial(src.name)][(inputvalue ? " - '[inputvalue]'" : null)]"
if(BB)
BB.name = "[initial(BB.name)][(inputvalue ? " - '[inputvalue]'" : null)]"
BB.bullet_identifier = "[initial(BB.bullet_identifier)][(inputvalue ? " - '[inputvalue]'" : null)]"
else if(istype(attacking_item, /obj/item/ammo_box) && user.is_holding(src))
add_fingerprint(user)
var/obj/item/ammo_box/ammo_box = attacking_item
Expand Down
13 changes: 0 additions & 13 deletions code/modules/projectiles/ammunition/ballistic/pistol.dm
Original file line number Diff line number Diff line change
Expand Up @@ -99,19 +99,6 @@
bullet_skin = "rubber"
projectile_type = /obj/projectile/bullet/c45/rubber

// .50 AE (Desert Eagle)

/obj/item/ammo_casing/a50AE
name = ".50 AE bullet casing"
desc = "A .50 AE bullet casing."
caliber = ".50 AE"
projectile_type = /obj/projectile/bullet/a50AE

/obj/item/ammo_casing/a50AE/hp
name = ".50 AE hollow point bullet casing"
desc = "A .50 AE hollow point bullet casing."
projectile_type = /obj/projectile/bullet/a50AE/hp

// .22 LR (Himehabu, Pounder)

/obj/item/ammo_casing/c22lr
Expand Down
3 changes: 1 addition & 2 deletions code/modules/projectiles/ammunition/ballistic/rifle.dm
Original file line number Diff line number Diff line change
Expand Up @@ -34,7 +34,7 @@
icon_state = "caseless"
caliber = "a858"
projectile_type = /obj/projectile/bullet/a858
stack_size = 10
stack_size = 5

/obj/item/ammo_casing/caseless/a858/trac
name = "8x58mm tracker round"
Expand Down Expand Up @@ -69,7 +69,6 @@
desc = "A 5.56x42mm CLIP rubber bullet casing."
bullet_skin = "rubber"
projectile_type = /obj/projectile/bullet/a556_42/rubber
stack_size = 15

// 7.62x40mm CLIP (SKM Rifles)

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -212,14 +212,6 @@
/obj/item/ammo_box/magazine/ammo_stack/prefilled/c45/rubber = 4)
generate_items_inside(items_inside,src)

// .50 AE (Desert Eagle)

/obj/item/ammo_box/magazine/ammo_stack/prefilled/a50AE
ammo_type = /obj/item/ammo_casing/a50AE

/obj/item/ammo_box/magazine/ammo_stack/prefilled/a50AE/hp
ammo_type = /obj/item/ammo_casing/a50AE/hp

// .22 LR (Himehabu, Pounder)

/obj/item/ammo_box/magazine/ammo_stack/prefilled/c22lr
Expand Down
10 changes: 0 additions & 10 deletions code/modules/projectiles/boxes_magazines/external/pistol.dm
Original file line number Diff line number Diff line change
Expand Up @@ -72,16 +72,6 @@
. = ..()
icon_state = "[base_icon_state]-[ammo_count() == 1 ? 1 : round(ammo_count(),2)]"

/obj/item/ammo_box/magazine/m50
name = "handgun magazine (.50 AE)"
desc = "An oversized, 7-round handgun magazine for the Desert Eagle handgun. These rounds do significant damage with average performance against armor."
icon_state = "deagle_mag-7"
base_icon_state = "deagle_mag"
ammo_type = /obj/item/ammo_casing/a50AE
caliber = ".50 AE"
max_ammo = 7
multiple_sprites = AMMO_BOX_PER_BULLET

/obj/item/ammo_box/magazine/disposable
name = "part of a disposable gun"
desc = "You ripped out part of the gun, somehow, rendering it unusuable. I hope you're happy."
Expand Down
77 changes: 39 additions & 38 deletions code/modules/projectiles/guns/ballistic/pistol.dm
Original file line number Diff line number Diff line change
Expand Up @@ -20,47 +20,48 @@

muzzleflash_iconstate = "muzzle_flash_light"

/obj/item/gun/ballistic/automatic/pistol/deagle
name = "\improper Desert Eagle"
desc = "An oversized handgun chambered in .50 AE. A true hand cannon."
icon = 'icons/obj/guns/manufacturer/frontier_import/48x32.dmi'
lefthand_file = 'icons/obj/guns/manufacturer/frontier_import/lefthand.dmi'
righthand_file = 'icons/obj/guns/manufacturer/frontier_import/righthand.dmi'
mob_overlay_icon = 'icons/obj/guns/manufacturer/frontier_import/onmob.dmi'
icon_state = "deagle"
force = 14
default_ammo_type = /obj/item/ammo_box/magazine/m50
/obj/item/gun/ballistic/automatic/pistol/candor
name = "\improper Candor"
desc = "A classic semi-automatic handgun, widely popular throughout the Frontier. An engraving on the slide marks it as a product of Hunter's Pride. Chambered in .45."
icon_state = "candor"
item_state = "hp_generic"
icon = 'icons/obj/guns/manufacturer/hunterspride/48x32.dmi'
lefthand_file = 'icons/obj/guns/manufacturer/hunterspride/lefthand.dmi'
righthand_file = 'icons/obj/guns/manufacturer/hunterspride/righthand.dmi'
mob_overlay_icon = 'icons/obj/guns/manufacturer/hunterspride/onmob.dmi'

default_ammo_type = /obj/item/ammo_box/magazine/m45
allowed_ammo_types = list(
/obj/item/ammo_box/magazine/m50,
/obj/item/ammo_box/magazine/m45,
)
mag_display = TRUE
show_magazine_on_sprite = TRUE
fire_sound = 'sound/weapons/gun/pistol/deagle.ogg'
rack_sound = 'sound/weapons/gun/pistol/rack.ogg'
fire_sound = 'sound/weapons/gun/pistol/candor.ogg'
rack_sound = 'sound/weapons/gun/pistol/candor_cocked.ogg'
lock_back_sound = 'sound/weapons/gun/pistol/slide_lock.ogg'
bolt_drop_sound = 'sound/weapons/gun/pistol/rack.ogg'
manufacturer = MANUFACTURER_NONE
load_sound = 'sound/weapons/gun/pistol/deagle_reload.ogg'
load_empty_sound = 'sound/weapons/gun/pistol/deagle_reload.ogg'
eject_sound = 'sound/weapons/gun/pistol/deagle_unload.ogg'
eject_empty_sound = 'sound/weapons/gun/pistol/deagle_unload.ogg'
fire_delay = 0.6 SECONDS
recoil = 2
recoil_unwielded = 5
recoil_backtime_multiplier = 2

spread = 7
spread_unwielded = 14

/obj/item/gun/ballistic/automatic/pistol/deagle/gold
desc = "A gold-plated Desert Eagle folded over a million times by superior Martian gunsmiths. Uses .50 AE ammo."
icon_state = "deagleg"
item_state = "deagleg"

/obj/item/gun/ballistic/automatic/pistol/deagle/camo
desc = "A Deagle-brand Deagle for operators operating operationally. Uses .50 AE ammo." //I hate this joke with a passion
icon_state = "deaglecamo"
item_state = "deagleg"
bolt_drop_sound = 'sound/weapons/gun/pistol/candor_cocked.ogg'
manufacturer = MANUFACTURER_HUNTERSPRIDE
load_sound = 'sound/weapons/gun/pistol/candor_reload.ogg'
load_empty_sound = 'sound/weapons/gun/pistol/candor_reload.ogg'
eject_sound = 'sound/weapons/gun/pistol/candor_unload.ogg'
eject_empty_sound = 'sound/weapons/gun/pistol/candor_unload.ogg'
show_magazine_on_sprite = TRUE

NO_MAG_GUN_HELPER(automatic/pistol/candor)

/obj/item/gun/ballistic/automatic/pistol/candor/factory //also give this to the srm, their candors should probably look factory fresh from how well taken care of they are
desc = "A classic semi-automatic handgun, widely popular throughout the Frontier. An engraving on the slide marks it as a product of 'Hunter's Pride Arms and Ammunition'. This example has been kept in especially good shape, and may as well be fresh out of the workshop. Chambered in .45."
item_state = "hp_generic_fresh"

NO_MAG_GUN_HELPER(automatic/pistol/candor/factory)

/obj/item/gun/ballistic/automatic/pistol/candor/factory/update_overlays()
. = ..()
. += "[initial(icon_state)]_factory"

/obj/item/gun/ballistic/automatic/pistol/candor/phenex
name = "\improper HP Phenex"
desc = "A uniquely modified version of the Candor, famously created by Hunter's Pride. Named after the daemonic Phoenix of legend that the Ashen Huntsman had once slain, this hell-kissed weapon is more visually intimidating than its original counterpart, but mechanically acts the same. Chambered in .45."
icon_state = "phenex"
item_state = "hp_phenex"

/obj/item/gun/ballistic/automatic/pistol/commissar
name = "\improper Commissar"
Expand Down
6 changes: 5 additions & 1 deletion code/modules/projectiles/projectile.dm
Original file line number Diff line number Diff line change
Expand Up @@ -19,7 +19,8 @@
var/near_miss_sound = ""
var/ricochet_sound = ""


///what we should call the fired bullet
var/bullet_identifier = null

resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/def_zone = "" //Aiming at
Expand Down Expand Up @@ -182,6 +183,8 @@
. = ..()
decayedRange = range
speed = speed + speed_mod
if(!bullet_identifier)
bullet_identifier = name
AddElement(/datum/element/connect_loc, projectile_connections)

/obj/projectile/proc/Range()
Expand Down Expand Up @@ -694,6 +697,7 @@
trajectory_ignore_forcemove = FALSE
trajectory = new(starting.x, starting.y, starting.z, pixel_x, pixel_y, Angle, SSprojectiles.global_pixel_speed)
last_projectile_move = world.time
name = bullet_identifier
fired = TRUE
SEND_SIGNAL(src, COMSIG_PROJECTILE_FIRE)
if(hitscan)
Expand Down
2 changes: 2 additions & 0 deletions code/modules/projectiles/projectile/beams.dm
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,8 @@
near_miss_sound = 'sound/weapons/gun/hit/energy_miss1.ogg'
ricochet_sound = 'sound/weapons/gun/hit/energy_ricochet1.ogg'

bullet_identifier = "laser"

flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
Expand Down
1 change: 1 addition & 0 deletions code/modules/projectiles/projectile/bullets.dm
Original file line number Diff line number Diff line change
Expand Up @@ -18,6 +18,7 @@
near_miss_sound = "bullet_miss"
ricochet_sound = "bullet_bounce"

bullet_identifier = "bullet"

impact_effect_type = /obj/effect/temp_visual/impact_effect
ricochets_max = 5 //should be enough to scare the shit out of someone
Expand Down
1 change: 1 addition & 0 deletions code/modules/projectiles/projectile/bullets/lmg.dm
Original file line number Diff line number Diff line change
Expand Up @@ -61,6 +61,7 @@
damage = 25
armour_penetration = 40
speed = BULLET_SPEED_RIFLE
bullet_identifier = "large bullet"

/obj/projectile/bullet/mm712x82/ap
name = "7.12x82mm armor-piercing bullet"
Expand Down
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