diff --git a/code/datums/autolathe/guns.dm b/code/datums/autolathe/guns.dm index 1713bb0ad24..330d296aece 100644 --- a/code/datums/autolathe/guns.dm +++ b/code/datums/autolathe/guns.dm @@ -329,6 +329,10 @@ name = "NM 7.62x39mm \"Copperhead\" rifle" build_path = /obj/item/gun/projectile/automatic/mamba/copperhead +/datum/design/autolathe/gun/viper + name = "NM 7.62x39mm \"Viper\" DMR" + build_path = /obj/item/gun/projectile/automatic/mamba/viper + /datum/design/autolathe/gun/python name = "NM 7.62x39mm \"Python\" heavy sniper" build_path = /obj/item/gun/projectile/automatic/mamba/python diff --git a/code/game/machinery/vendor/weapon_kit_vendors.dm b/code/game/machinery/vendor/weapon_kit_vendors.dm index 4483bee7148..3aa0085fe00 100644 --- a/code/game/machinery/vendor/weapon_kit_vendors.dm +++ b/code/game/machinery/vendor/weapon_kit_vendors.dm @@ -278,6 +278,7 @@ /obj/machinery/vending/marshal_kit/proc/RedeemRangerPrimary(obj/item/voucher/voucher, mob/redeemer) var/items = list( "Spec-Op Kit" = /obj/item/storage/box/m_kit/specop, + "Viper Kit" = /obj/item/storage/box/m_kit/viper, "Custer Kit" = /obj/item/storage/box/m_kit/custer, "Peacekeeper Kit" = /obj/item/storage/box/m_kit/peacekeeper) var/selection = items[input(redeemer, "Pick your primary weapon", "Marshal Voucher Redemption") as null|anything in items] diff --git a/code/game/objects/items/weapons/autolathe_disk/gun_parts_disks.dm b/code/game/objects/items/weapons/autolathe_disk/gun_parts_disks.dm index a388dbc1045..36ccc3f3e09 100644 --- a/code/game/objects/items/weapons/autolathe_disk/gun_parts_disks.dm +++ b/code/game/objects/items/weapons/autolathe_disk/gun_parts_disks.dm @@ -32,31 +32,31 @@ Avoid any disks here being found or used commonly beyond an intended purpose, ot ) // Marshal-specific disk, used by Marshals for high-end gun crafting. MOST gun parts should be here, but thankfully licenses keep it at limited-use. -// For mass-production, Guild should be used. Only thing this disk has that Guild does not is heavy rifle barrles, AMR barrels, rubber grips, and machinegun mechanisms. +// Infinate given gun parts are mass-printed by Guild, orderable by LS, and can be taken from broken down guns. Guild can mass-produce better, but only Marshals can print high-end. /obj/item/computer_hardware/hard_drive/portable/design/gun_parts/marshal disk_name = "NM - \"Gunsmiths United\" firearm parts" icon_state = "marshal" - license = 20 + license = -1 designs = list( - /datum/design/autolathe/part/grip/wood = 0, + /datum/design/autolathe/part/grip/wood, /datum/design/autolathe/part/grip/plastic, /datum/design/autolathe/part/grip/serb, /datum/design/autolathe/part/grip/rubber, /datum/design/autolathe/part/mechanism/pistol, /datum/design/autolathe/part/mechanism/revolver, /datum/design/autolathe/part/mechanism/shotgun, - /datum/design/autolathe/part/mechanism/autorifle = 1, + /datum/design/autolathe/part/mechanism/autorifle, /datum/design/autolathe/part/mechanism/smg, - /datum/design/autolathe/part/mechanism/machinegun = 1, + /datum/design/autolathe/part/mechanism/machinegun, /datum/design/autolathe/part/barrel/pistol, /datum/design/autolathe/part/barrel/magnum, - /datum/design/autolathe/part/barrel/kurtz = 1, - /datum/design/autolathe/part/barrel/carbine = 1, - /datum/design/autolathe/part/barrel/rifle = 1, - /datum/design/autolathe/part/barrel/heavy = 1, + /datum/design/autolathe/part/barrel/kurtz, + /datum/design/autolathe/part/barrel/carbine, + /datum/design/autolathe/part/barrel/rifle, + /datum/design/autolathe/part/barrel/heavy, /datum/design/autolathe/part/barrel/shotgun, - /datum/design/autolathe/part/barrel/amr = 5, + /datum/design/autolathe/part/barrel/amr, ) // Bootleg-gun production stuff. Found in loot-piles, can be bought by LSS for a slightly inflated price. @@ -133,7 +133,7 @@ Avoid any disks here being found or used commonly beyond an intended purpose, ot /datum/design/autolathe/gun_frame/mamba, /datum/design/autolathe/gun_frame/opshot, /datum/design/autolathe/gun_frame/wind, - /datum/design/autolathe/gun_frame/takeshi //No more Omni and DP, both are BS guns like smhing my Smh on my SMH + /datum/design/autolathe/gun_frame/takeshi ) //Rearranged into Pistol > Revolver > SMG > Carbine > Shotgun > Rifle > MG for better clarity diff --git a/code/game/objects/items/weapons/autolathe_disk/marshal.dm b/code/game/objects/items/weapons/autolathe_disk/marshal.dm index 3b6c912ec85..0353ff4a16f 100644 --- a/code/game/objects/items/weapons/autolathe_disk/marshal.dm +++ b/code/game/objects/items/weapons/autolathe_disk/marshal.dm @@ -55,7 +55,7 @@ /datum/design/autolathe/gun/ion_pistol = 5, //launcher /datum/design/autolathe/gun/grenade_launcher_lenar = 7, - //sniper + //sniper - Left here for now till Python can be made off a Mamba frame. /datum/design/autolathe/gun/python = 5, //flaregun /datum/design/autolathe/gun/flare_gun, @@ -254,6 +254,24 @@ /datum/design/autolathe/ammo/rifle_lethal = 4, ) +/obj/item/computer_hardware/hard_drive/portable/design/guns/viper + disk_name = "NM - 7.62mm Viper DMR" + icon_state = "marshal" + + license = 16 + designs = list( + /datum/design/autolathe/gun/viper = 6, + /datum/design/autolathe/ammo/rifle_short_practice = 0, + /datum/design/autolathe/ammo/rifle_short_rubber, + /datum/design/autolathe/ammo/rifle_short, + /datum/design/autolathe/ammo/rifle_short_lethal = 2, + /datum/design/autolathe/ammo/rifle_practice = 1, + /datum/design/autolathe/ammo/rifle_rubber = 2, + /datum/design/autolathe/ammo/rifle = 2, + /datum/design/autolathe/ammo/rifle_lethal = 4, + ) + +// 8.6 Rifles /obj/item/computer_hardware/hard_drive/portable/design/guns/python disk_name = "NM - 7.62mm Python Heavy Rifle" icon_state = "marshal" diff --git a/code/game/objects/items/weapons/storage/hardcases.dm b/code/game/objects/items/weapons/storage/hardcases.dm index 6af92e6c886..3a134671730 100644 --- a/code/game/objects/items/weapons/storage/hardcases.dm +++ b/code/game/objects/items/weapons/storage/hardcases.dm @@ -515,7 +515,7 @@ obj/item/storage/hcases/attackby(obj/item/W, mob/user) if(!stamped) stamped = TRUE var/list/options = list() // Moved the Galaxy to secondary selection - options["Osprey - precision rifle"] = list(/obj/item/gun/projectile/automatic/omnirifle/scoped/fancy,/obj/item/ammo_magazine/heavy_rifle_408,/obj/item/ammo_magazine/heavy_rifle_408, /obj/item/ammo_magazine/heavy_rifle_408/rubber, /obj/item/storage/pouch/ammo) + options["Python - precision rifle"] = list(/obj/item/gun/projectile/automatic/mamba/python,/obj/item/ammo_magazine/heavy_rifle_408,/obj/item/ammo_magazine/heavy_rifle_408, /obj/item/ammo_magazine/heavy_rifle_408/rubber, /obj/item/storage/pouch/ammo) options["SWAT - combat shotgun"] = list(/obj/item/gun/projectile/shotgun/pump/swat, /obj/item/ammo_magazine/speed_loader_shotgun, /obj/item/ammo_magazine/speed_loader_shotgun, /obj/item/ammo_magazine/speed_loader_shotgun/beanbag, /obj/item/ammo_magazine/ammobox/c10x24_small, /obj/item/storage/pouch/tubular) options["Ostwind - police carbine"] = list(/obj/item/gun/projectile/automatic/ostwind, /obj/item/ammo_magazine/light_rifle_257, /obj/item/ammo_magazine/light_rifle_257, /obj/item/ammo_magazine/light_rifle_257/rubber/pepperball, /obj/item/storage/pouch/ammo) options["Gleam - Assault Laser"] = list(/obj/item/gun/energy/lasercore/militia/blaster, /obj/item/cell/medium/high, /obj/item/cell/medium/high, /obj/item/cell/medium/high, /obj/item/storage/pouch/tubular) diff --git a/code/game/objects/items/weapons/storage/marshal_kits.dm b/code/game/objects/items/weapons/storage/marshal_kits.dm index 08bca2a151f..cc647f4a024 100644 --- a/code/game/objects/items/weapons/storage/marshal_kits.dm +++ b/code/game/objects/items/weapons/storage/marshal_kits.dm @@ -92,11 +92,13 @@ new /obj/item/ammo_magazine/rifle_75/rubber(src) new /obj/item/ammo_magazine/rifle_75(src) new /obj/item/ammo_magazine/rifle_75(src) + new /obj/item/ammo_casing/grenade(src) //One flash, one baton shell for actual use on the copperhead. + new /obj/item/ammo_casing/grenade/flash(src) new /obj/item/storage/pouch/ammo(src) //Ranger kits /obj/item/storage/box/m_kit/custer - name = "Custer Kit" + name = "Custer lever action kit" desc = "The standard Marshal box kit containing a Custer lever action rifle, a variant of the famous Armstrong repeating rifle chambered in 8.6mm." populate_contents() @@ -106,6 +108,17 @@ new /obj/item/ammo_magazine/speed_loader_heavy_rifle_408(src) //Still a full packet this way new /obj/item/storage/pouch/ammo(src) +/obj/item/storage/box/m_kit/viper + name = "Viper marksman rifle kit" + desc = "The standard Marshal box kit containing a Viper DMR, a variant of the typical Mamba frame but in 7.62 with a recoil compensating stock. Perfect for marksmen." + + populate_contents() + new /obj/item/gun/projectile/automatic/mamba/viper(src) + new /obj/item/ammo_magazine/rifle_75/rubber(src) + new /obj/item/ammo_magazine/rifle_75(src) + new /obj/item/ammo_magazine/rifle_75(src) + new /obj/item/storage/pouch/ammo(src) + /obj/item/storage/box/m_kit/specop name = "Spec-Op Caseless SMG Kit" desc = "The standard Marshal box kit containing a Spec-Op submachinegun, a powerhouse for operators prefering silenced and traceless weapons." diff --git a/code/game/objects/random/lathe_disks/guns.dm b/code/game/objects/random/lathe_disks/guns.dm index 59d841caa28..b9d2ffb8d0e 100644 --- a/code/game/objects/random/lathe_disks/guns.dm +++ b/code/game/objects/random/lathe_disks/guns.dm @@ -125,7 +125,7 @@ /obj/item/computer_hardware/hard_drive/portable/design/guns/pulse_rifle = 1, /obj/item/computer_hardware/hard_drive/portable/design/guns/sa_kalashnikov = 2, /obj/item/computer_hardware/hard_drive/portable/design/guns/tac_kalashnikov = 1, - /obj/item/computer_hardware/hard_drive/portable/design/guns/python = 1, + /obj/item/computer_hardware/hard_drive/portable/design/guns/viper = 1, /obj/item/computer_hardware/hard_drive/portable/design/guns/copperhead = 2, /obj/item/computer_hardware/hard_drive/portable/design/blackshield/luger = 3, /obj/item/computer_hardware/hard_drive/portable/design/guns/bulldog = 3, diff --git a/code/modules/projectiles/guns/energy/laser/peacekeeper.dm b/code/modules/projectiles/guns/energy/laser/peacekeeper.dm index 4ea71511631..0c641adfa18 100644 --- a/code/modules/projectiles/guns/energy/laser/peacekeeper.dm +++ b/code/modules/projectiles/guns/energy/laser/peacekeeper.dm @@ -13,15 +13,17 @@ cell_type = /obj/item/cell/medium origin_tech = list(TECH_COMBAT = 5, TECH_MATERIAL = 2) matter = list(MATERIAL_PLASTEEL = 12, MATERIAL_STEEL = 8, MATERIAL_WOOD = 10, MATERIAL_SILVER = 4) - fire_delay = 15 - init_recoil = CARBINE_RECOIL(1) + init_recoil = CARBINE_RECOIL(1.2) //More recoil than abdicator, but it fires faster so.. damage_multiplier = 1 - penetration_multiplier = 0.7 + penetration_multiplier = 1 + + proj_step_multiplier = 0.7 //Akin to abdicator, bit slower, but only because I fear if higher taser will be STRONG. Should be 30%. + price_tag = 900 gun_tags = list(GUN_LASER, GUN_ENERGY) init_firemodes = list( - list(mode_name="stunshot", projectile_type=/obj/item/projectile/energy/electrode/stunshot, fire_sound= 'sound/weapons/energy/Taser.ogg', charge_cost = 200, icon="stun"), - list(mode_name="buckshot", projectile_type=/obj/item/projectile/bullet/pellet/shotgun/energy, fire_sound='sound/weapons/guns/fire/sunrise_fire.ogg', charge_cost = 100, icon="kill"), + list(mode_name="stunshot", projectile_type=/obj/item/projectile/energy/electrode/stunshot, fire_sound= 'sound/weapons/energy/Taser.ogg', fire_delay = 10, charge_cost = 150, icon="stun"), + list(mode_name="buckshot", projectile_type=/obj/item/projectile/bullet/pellet/shotgun/energy, fire_sound='sound/weapons/guns/fire/sunrise_fire.ogg', fire_delay = 15, charge_cost = 100, icon="kill"), ) serial_type = "NM" diff --git a/code/modules/projectiles/guns/energy/pulse/glock.dm b/code/modules/projectiles/guns/energy/pulse/glock.dm index e1896385660..012783e6e95 100644 --- a/code/modules/projectiles/guns/energy/pulse/glock.dm +++ b/code/modules/projectiles/guns/energy/pulse/glock.dm @@ -3,7 +3,7 @@ desc = "The \"Galaxy\" plasma pistol is an odd sight, to say the least.. \ Its externals appear to be based into a modified \"Sky\" pistol frame with elements from the various energy weapons being crammed into its exterior. \ If you can get past its crude appearance, it appears to be a well made firearm; sporting an improved grip compared to the pistol it was based off \ - and flexibility in firemodes; sporting a plasma setting, a laser setting and an emergency ion setting! \ + and flexibility in firemodes; sporting a plasma setting, a stun-bolt setting, and an emergency ion setting! \ On the bottom of the grip appears to have a covered access port, a scipt \"M\" letter etched over the cover." icon = 'icons/obj/guns/energy/plasglock.dmi' icon_state = "plaslock" @@ -27,7 +27,7 @@ gun_tags = list(GUN_LASER, GUN_ENERGY, GUN_SIGHT) init_firemodes = list( list(mode_name="plasma bolt", mode_desc="Hard hitting plasma bolts to reduce armor", projectile_type=/obj/item/projectile/plasma, fire_sound='sound/weapons/energy/pulse.ogg', charge_cost=120, fire_delay=8, icon="destroy", projectile_color = "#00AAFF"), - list(mode_name="laser", mode_desc="Weak laser to pierce armor and skin", projectile_type=/obj/item/projectile/beam, fire_sound='sound/weapons/energy/laser_pistol.ogg', charge_cost=80, fire_delay=0.5, icon="kill", projectile_color = "#00AAFF"), + list(mode_name="stunshot", mode_desc="A strong bolt of electricty, capable of taking down targets with only minor long-lasting damage", projectile_type=/obj/item/projectile/energy/electrode/stunshot, fire_sound='sound/weapons/energy/Taser.ogg', charge_cost=100, fire_delay=0.5, icon="vaporize", projectile_color = "#00AAFF"), list(mode_name="ion shot", mode_desc="An iodizing shot to disable cells, electronics and cybernetics ", projectile_type=/obj/item/projectile/ion, fire_sound='sound/effects/supermatter.ogg', fire_delay=12, charge_cost=300, icon="charge", projectile_color = "#ff7f24"), ) serial_type = "NM" diff --git a/code/modules/projectiles/guns/projectile/automatic/mamba.dm b/code/modules/projectiles/guns/projectile/automatic/mamba.dm index 840aed2bbc0..0c81c1c6d70 100644 --- a/code/modules/projectiles/guns/projectile/automatic/mamba.dm +++ b/code/modules/projectiles/guns/projectile/automatic/mamba.dm @@ -63,13 +63,44 @@ . = ..() update_icon() +//////////////////// +//7.62mm Viper DMR// +//////////////////// +/obj/item/gun/projectile/automatic/mamba/viper + name = "\"Viper\" marksman rifle" + desc = "The \"Viper\" designated marksman rifle appears to be a design based off the Nadezhda Marshal's \"Mamba\" carbine. \ + Chambered in 7.62 and sporting a special recoil-compensating stock, along with an improved scope, the \"Viper\" acts as a perfect intermediate rifle between that of a battle rifle and a sniper; perfect for flexibility in the field." + icon_state = "viper" + item_state = "viper" + icon = 'icons/obj/guns/projectile/viper.dmi' + fire_sound = 'sound/weapons/guns/fire/rifle.ogg' + w_class = ITEM_SIZE_HUGE + slot_flags = SLOT_BACK + caliber = CAL_RIFLE + load_method = SINGLE_CASING|MAGAZINE + mag_well = MAG_WELL_RIFLE + matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_PLASTIC = 10) + gun_tags = list(GUN_PROJECTILE, GUN_SILENCABLE, GUN_MAGWELL, GUN_SIGHT) + price_tag = 1200 + damage_multiplier = 1.2 //Better damage than AS-VAL, lacks autmatic fire + penetration_multiplier = 1.2 //Same pen as AS-VAL + extra_damage_mult_scoped = 0.2 //1.4 bonus damage when scoped. ZOOM. + zoom_factors = list(0.8) + init_recoil = RIFLE_RECOIL(1) //Lower than AS-VAL + folding_stock = FALSE + init_firemodes = list( + SEMI_AUTO_NODELAY, + BURST_2_ROUND_NOLOSS, + ) + gun_parts = list(/obj/item/part/gun/frame/mamba = 1, /obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/part/gun/barrel/lrifle = 1) + ///////////////////////////////////////// //7.62mm Copperhead w/ grenade launcher// ///////////////////////////////////////// /obj/item/gun/projectile/automatic/mamba/copperhead name = "\"Copperhead\" battle rifle" desc = "The \"Copperhead\" rifle appears to be a design based off the Nadezhda Marshal's \"Mamba\" carbine. \ - Chambered in 7.62mm and sporting a carry handle the Copperhead is intended both as a squad support weapon and as a battle rifle sporting a recoil compensating stock as well as an underbarrel grenade launcher to ensure both uses." + Chambered in 7.62mm and sporting a carry handle the \"Copperhead\" is intended both as a squad support weapon and as a battle rifle sporting a recoil compensating stock as well as an underbarrel grenade launcher to ensure both uses." icon_state = "copperhead" item_state = "copperhead" icon = 'icons/obj/guns/projectile/copperhead.dmi' @@ -80,18 +111,19 @@ load_method = SINGLE_CASING|MAGAZINE mag_well = MAG_WELL_RIFLE matter = list(MATERIAL_PLASTEEL = 15, MATERIAL_PLASTIC = 10) + gun_tags = list(GUN_PROJECTILE, GUN_SILENCABLE, GUN_MAGWELL, GUN_SIGHT) price_tag = 1200 - damage_multiplier = 1.2 - penetration_multiplier = 1.1 + damage_multiplier = 1.2 //Same as AK + penetration_multiplier = 1.1 //Higher than AK zoom_factors = list(0.4) - init_recoil = CARBINE_RECOIL(1) + init_recoil = RIFLE_RECOIL(1) folding_stock = FALSE init_firemodes = list( SEMI_AUTO_NODELAY, FULL_AUTO_300, list(mode_name="fire 40mm grenade", mode_desc="Shoot the built in underbarrel grenade launcher", burst=1, fire_delay=null, move_delay=null, icon="grenade", use_launcher=1) ) - gun_parts = list(/obj/item/part/gun/frame/mamba = 1, /obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/part/gun/barrel/lrifle = 1) + gun_parts = list(/obj/item/part/gun/frame/mamba = 1, /obj/item/part/gun/grip/serb = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/part/gun/barrel/lrifle = 1) var/obj/item/gun/projectile/underslung/launcher /obj/item/gun/projectile/automatic/mamba/copperhead/Initialize() @@ -140,32 +172,35 @@ /obj/item/gun/projectile/automatic/mamba/python name = "\"Python\" heavy sniper" desc = "A fine work of the Nadezhda Marshal gunsmiths is the Python, a heavy rifle with a state of the art smart scope displaying wind speeds, built in range finding, nightvision capability and an internal stabilization system. \ - Chambered in 7.62mm for stability, the normally mediocre round punches above its weight to compete with larger 8.6x70mm rifles." + Chambered in the heavy 8.6mm for velocity and armor peircing capability, able to punch well above its weight even compared to other 8.6mm rifles. However, due to its design, it seems incapable of taking drum magazines." icon_state = "python" item_state = "python" icon = 'icons/obj/guns/projectile/python.dmi' fire_sound = 'sound/weapons/guns/fire/python.ogg' w_class = ITEM_SIZE_HUGE slot_flags = SLOT_BACK - caliber = CAL_RIFLE - mag_well = MAG_WELL_RIFLE + caliber = CAL_HRIFLE + mag_well = MAG_WELL_HRIFLE //No drum mags, for now. Smaller 14 round mags only due to how hard it slaps. matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 12) price_tag = 1400 - fire_delay = 15 - damage_multiplier = 1.2 + fire_delay = 10 //To avoid being a constant spam-click fire gun. Hits way too hard for fast fire rate. + damage_multiplier = 1.2 //~33 damage base. Same as longarm. penetration_multiplier = 1.4 - zoom_factors = list(1.2) - extra_damage_mult_scoped = 0.4 - init_recoil = CARBINE_RECOIL(1.2) + zoom_factors = list(0.6, 1.2) + extra_damage_mult_scoped = 0.4 //1.6 total; STRONG due to chambered in 8.6mm. ~42 damage base. + init_recoil = RIFLE_RECOIL(0.8) //More recoil than Longarm, because it slaps harder. see_invisible_gun = SEE_INVISIBLE_NOLIGHTING - gun_tags = list(GUN_PROJECTILE, GUN_MAGWELL, GUN_SIGHT) + gun_tags = list(GUN_PROJECTILE, GUN_SILENCABLE, GUN_MAGWELL, GUN_SIGHT) folding_stock = FALSE init_firemodes = list( - list(mode_name="semi-automatic", mode_desc = "A semi-automatic firemode.", mode_type = /datum/firemode/automatic, fire_delay=15, icon="semi" + list(mode_name="semi-automatic", mode_desc = "A semi-automatic firemode.", mode_type = /datum/firemode/automatic, fire_delay=10, icon="semi" )) wield_delay = 1.5 SECOND - wield_delay_factor = 0.4 // 40 vig to insta wield , heavy class rifle + wield_delay_factor = 0.5 // 50 vig to insta wield , heavy class sniper rifle + + //Can't be crafted rn, needs change made to ability to take gun barrel etc. So - you can break it down, but not create new ones. + gun_parts = list(/obj/item/stack/material/plasteel = 5, /obj/item/part/gun/grip/rubber = 1, /obj/item/part/gun/mechanism/autorifle = 1, /obj/item/part/gun/barrel/hrifle = 1) /obj/item/gun/projectile/automatic/mamba/python/Initialize() . = ..() @@ -176,7 +211,7 @@ icon_state = "frame_mamba" matter = list(MATERIAL_PLASTEEL = 8) result = /obj/item/gun/projectile/automatic/mamba - gripvars = list(/obj/item/part/gun/grip/black, /obj/item/part/gun/grip/rubber) - resultvars = list(/obj/item/gun/projectile/automatic/mamba, /obj/item/gun/projectile/automatic/mamba/copperhead) + gripvars = list(/obj/item/part/gun/grip/black, /obj/item/part/gun/grip/serb, /obj/item/part/gun/grip/rubber) + resultvars = list(/obj/item/gun/projectile/automatic/mamba, /obj/item/gun/projectile/automatic/mamba/copperhead, /obj/item/gun/projectile/automatic/mamba/viper) mechanismvar = /obj/item/part/gun/mechanism/autorifle barrelvars = list(/obj/item/part/gun/barrel/srifle, /obj/item/part/gun/barrel/lrifle) diff --git a/code/modules/projectiles/guns/projectile/shotgun/riot.dm b/code/modules/projectiles/guns/projectile/shotgun/riot.dm index de5debb447c..deb852aa0eb 100644 --- a/code/modules/projectiles/guns/projectile/shotgun/riot.dm +++ b/code/modules/projectiles/guns/projectile/shotgun/riot.dm @@ -21,11 +21,12 @@ matter = list(MATERIAL_PLASTEEL = 20, MATERIAL_PLASTIC = 10) price_tag = 1250 damage_multiplier = 1.2 - init_recoil = RIFLE_RECOIL(1.3) + init_recoil = RIFLE_RECOIL(1) //Less than a Siaga, but has less ammo capacity. gun_tags = list(GUN_PROJECTILE, GUN_INTERNAL_MAG) init_firemodes = list( - list(mode_name="semiauto", mode_desc="Shoot once per pull after chambering", burst=1, fire_delay=5, move_delay=null, icon="semi") + FULL_AUTO_200_NOLOSS, //Less capacity + no external loader mags so, you get slower fire than Siaga/Pug but no damage reduction. + SEMI_AUTO_NODELAY ) serial_type = "SD GmbH" @@ -68,13 +69,17 @@ ammo_type = /obj/item/ammo_casing/shotgun matter = list(MATERIAL_PLASTEEL = 25, MATERIAL_PLASTIC = 12) price_tag = 1000 - damage_multiplier = 0.8 + damage_multiplier = 0.8 //You get the damage back by unfolding the stock. penetration_multiplier = 1 zoom_factors = list(0.2) init_recoil = RIFLE_RECOIL(1.4) folding_stock = TRUE //we can fold our stocks can_dual = FALSE + init_firemodes = list( + SEMI_AUTO_NODELAY //No full auto for you. + ) + wield_delay = 0.8 SECOND wield_delay_factor = 0.4 // 40 vig , after all its designed for CQC gun_parts = list(/obj/item/part/gun/frame/opshot = 1, /obj/item/part/gun/grip/black = 1, /obj/item/part/gun/mechanism/shotgun = 1, /obj/item/part/gun/barrel/shotgun = 1) diff --git a/icons/obj/guns/projectile/mamba.dmi b/icons/obj/guns/projectile/mamba.dmi index c4845b8ad14..aec90de75a3 100644 Binary files a/icons/obj/guns/projectile/mamba.dmi and b/icons/obj/guns/projectile/mamba.dmi differ diff --git a/icons/obj/guns/projectile/python.dmi b/icons/obj/guns/projectile/python.dmi index bca130d5a9a..34d2826aced 100644 Binary files a/icons/obj/guns/projectile/python.dmi and b/icons/obj/guns/projectile/python.dmi differ diff --git a/icons/obj/guns/projectile/viper.dmi b/icons/obj/guns/projectile/viper.dmi new file mode 100644 index 00000000000..5ec3f4d1812 Binary files /dev/null and b/icons/obj/guns/projectile/viper.dmi differ diff --git a/maps/Centcom/map/centcom.dmm b/maps/Centcom/map/centcom.dmm index 578dcd23bdc..0c52260e17e 100755 --- a/maps/Centcom/map/centcom.dmm +++ b/maps/Centcom/map/centcom.dmm @@ -7590,15 +7590,12 @@ /area/centcom/evac) "II" = ( /obj/structure/table/rack/shelf, -/obj/item/gun/projectile/automatic/omnirifle/scoped, -/obj/item/gun/projectile/automatic/omnirifle/scoped{ - pixel_y = 8 - }, -/obj/item/gun/projectile/automatic/omnirifle/scoped{ - pixel_y = -4 +/obj/item/gun/projectile/automatic/omnirifle/scoped/fancy{ + pixel_y = 5 }, -/obj/item/gun/projectile/automatic/omnirifle/scoped{ - pixel_y = 4 +/obj/item/gun/projectile/automatic/omnirifle/scoped/fancy, +/obj/item/gun/projectile/automatic/omnirifle/scoped/fancy{ + pixel_y = -5 }, /turf/simulated/floor/tiled/dark/techfloor_grid, /area/centcom/evac)