world
view=8
name="Airsoft & Paintball"
New()
..()
Del()
..()
//SOUND EFFECTS!
var/const/SOUND_BERETTA92='Audio/Sound/Beretta92.ogg'
var/const/SOUND_UMP45='Audio/Sound/UMP45.ogg'
var/const/SOUND_PUMPSHOTGUN='Audio/Sound/PumpShotgun.ogg'
var/const/SOUND_RELOAD='Audio/Sound/reload.ogg'
mob/Stat()
.=..()
statpanel("Stats")
stat("Key:","[src.key]")
stat("Kills:","[src.kills]")
if(src.weapon)
stat("------[src.weapon.name]------")
stat("Fire-Rate:","[src.weapon.Firerate]")
stat("Reload-Rate:","[src.weapon.Reload_Time]")
stat("Fire Power:","[src.weapon.Fire_Power]")
stat("------Inventory------")
stat(src.contents)
mob
var/tmp
reloading=0
flicking=0
fired=0
kills=0
Death()
world<<"<b><font color=red>** [src] has ran out of lives **"
src.density=0
src.opacity=0
src.icon='blank.dmi'
var/obj/flag/A
A.loc=src.loc
src<< "you are now spectating"
return
proc
Reload()
if(!src.weapon){src.reloading=0;return}
var/i=src.weapon
src<<"<i><font size=2>Reloading..."
sleep(src.weapon.Reload_Time)
if(!src.weapon){src.reloading=0;return}
else if(i==src.weapon)
var/obj/Pickup/Ammo/A=locate(src.weapon.Ammo_Path) in src.contents
if(A)
view(src)<<sound(src.weapon.Reload_Sound,0)
var/take=src.weapon.MACapacity
take-=src.weapon.ACapacity
if(A.ammo<take)take=A.ammo
src.weapon.ACapacity+=take
src.weapon.suffix="[src.weapon.ACapacity]/[src.weapon.MACapacity]"
A.ammo-=take
if(A.ammo<=0)del(A)
else A.suffix="[A.ammo]/[A.mammo]"
src<<"<i><font size=2>...Reloaded!"
sleep(10)
src.reloading=0
LocateAmmo()
if(!src.weapon)return 0
var/A=locate(src.weapon.Ammo_Path) in src.contents
if(A)return 1
else return 0
verb
ReloadGun()
if(src.reloading)return
if(src.weapon)
if(src.LocateAmmo())
if(src.weapon.ACapacity<src.weapon.MACapacity)
src.reloading=1
src.Reload()
else src<<"You need more ammo."
obj
Pickup
Guns
var
ACapacity=0
MACapacity=0
Firerate=0
Fire_Power=0
Reload_Time=0
Reload_Sound=0
Fire_Sound=0
Flick_State=0
Ammo_Path=0
obj/Bullets/Bullet_Type=0
Beretta92
name="Beretta 92"
icon='Guns/Beretta92.dmi'
icon_state="Beretta 92"
ACapacity=12
MACapacity=12
Firerate=6
Fire_Power=50
Reload_Time=18
Fire_Sound=SOUND_BERETTA92
Reload_Sound=SOUND_RELOAD
Flick_State="lhandgun_fire"
Ammo_Path=/obj/Pickup/Ammo/Ammo
Problem description:
It said
weapon.MACapacity
weapon.ACapacity
weapon.Ammo_Path
weapon.suffix
weapon.Reload_Sound
weapon.Reload_Time
weapon.Firerate
weapon.name
hasn't been defined as a var
(there is more guns than just the beretta but i just showed the beretta)
can someone please take the code put it in the new environment and fix it please?
Mostly, you're looking to type coerce(type cast) the weapon variable so that the compiler will treat it as a different type, allowing you to access such vars that the obj /obj/Guns has.
Here's an example of how to type cast:
Be a bit careful when type casting, I'm not sure if DM prevents you from doing silly mistakes or not.