mirror of
https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-23 13:05:44 +01:00
Merge pull request #8739 from hockeygoalie5/autofire-radio
Adds a radio use toggle to reflex fire
This commit is contained in:
@@ -66,6 +66,7 @@
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#define ui_gun2 "14:28, 4:7"
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#define ui_gun3 "13:26,4:7"
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#define ui_gun_select "14:28,3:7"
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#define ui_gun4 "12:24,3:7"
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//Upper-middle right (damage indicators)
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#define ui_toxin "14:28,13:27"
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@@ -356,6 +356,9 @@
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//mymob.gun_run_icon.color = ui_color
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mymob.gun_run_icon.alpha = ui_alpha
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mymob.radio_use_icon = new /obj/screen/gun/radio(null)
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mymob.radio_use_icon.alpha = ui_alpha
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if (mymob.client)
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if (mymob.client.gun_mode) // If in aim mode, correct the sprite
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mymob.gun_setting_icon.set_dir(2)
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@@ -231,6 +231,10 @@
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if (mymob.client.target_can_click)
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mymob.item_use_icon.set_dir(1)
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src.adding += mymob.item_use_icon
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mymob.radio_use_icon = new /obj/screen/gun/radio(null)
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if (mymob.client.target_can_radio)
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mymob.radio_use_icon.set_dir(1)
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src.adding += mymob.radio_use_icon
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mymob.gun_move_icon = new /obj/screen/gun/move(null)
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if (mymob.client.target_can_move)
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mymob.gun_move_icon.set_dir(1)
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@@ -162,6 +162,10 @@ var/obj/screen/robot_inventory
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if (mymob.client.target_can_click)
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mymob.item_use_icon.set_dir(1)
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src.adding += mymob.item_use_icon
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mymob.radio_use_icon = new /obj/screen/gun/radio(null)
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if (mymob.client.target_can_radio)
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mymob.radio_use_icon.set_dir(1)
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src.adding += mymob.radio_use_icon
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mymob.gun_move_icon = new /obj/screen/gun/move(null)
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if (mymob.client.target_can_move)
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mymob.gun_move_icon.set_dir(1)
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@@ -122,6 +122,11 @@
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screen_loc = ui_gun_select
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//dir = 1
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radio
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name = "Allow Radio Use"
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icon_state = "no_radio0"
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screen_loc = ui_gun4
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/obj/screen/zone_sel
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name = "damage zone"
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icon_state = "zone_sel"
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@@ -427,7 +432,7 @@
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if(istype(usr, /mob/living/silicon/robot))
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usr:toggle_module(3)
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if("Allow Walking")
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if("Allow Walking", "Disallow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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@@ -436,16 +441,7 @@
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Disallow Walking")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetMove()
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gun_click_time = world.time
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if("Allow Running")
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if("Allow Running", "Disallow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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@@ -454,26 +450,7 @@
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Disallow Running")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRun()
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gun_click_time = world.time
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if("Allow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetClick()
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gun_click_time = world.time
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if("Disallow Item Use")
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if("Allow Item Use", "Disallow Item Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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@@ -485,6 +462,15 @@
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if("Toggle Gun Mode")
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usr.client.ToggleGunMode()
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if("Allow Radio Use", "Disallow Radio Use")
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if(gun_click_time > world.time - 30) //give them 3 seconds between mode changes.
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return
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if(!istype(usr.get_active_hand(),/obj/item/weapon/gun))
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usr << "You need your gun in your active hand to do that!"
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return
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usr.client.AllowTargetRadio()
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gun_click_time = world.time
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else
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return 0
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return 1
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@@ -202,7 +202,7 @@
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if(wires.IsIndexCut(WIRE_TRANSMIT)) // The device has to have all its wires and shit intact
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return 0
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M.last_target_click = world.time
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M.last_target_radio = world.time // For the projectile targeting system
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/* Quick introduction:
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This new radio system uses a very robust FTL signaling technology unoriginally
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@@ -29,6 +29,7 @@
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var/obj/screen/damageoverlay = null
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var/obj/screen/pain = null
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var/obj/screen/gun/item/item_use_icon = null
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var/obj/screen/gun/radio/radio_use_icon = null
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var/obj/screen/gun/move/gun_move_icon = null
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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@@ -14,7 +14,7 @@
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set category = "Object"
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if(aim_targets)
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stop_aim()
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usr.visible_message("\blue \The [usr] lowers \the [src]...")
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usr.visible_message("<span class='notice'> \The [usr] lowers \the [src]...</span>")
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//Clicking gun will still lower aim for guns that don't overwrite this
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/obj/item/weapon/gun/attack_self()
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@@ -70,9 +70,9 @@
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if(L)
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L.NotTargeted(src)
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del(aim_targets)
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usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
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usr.visible_message("<span class='danger'><b>[usr] turns \the [src] on [M]!</b></span>")
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else
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usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
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usr.visible_message("<span class='danger'><b>[usr] aims \a [src] at [M]!</b></span>")
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M.Targeted(src)
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//HE MOVED, SHOOT HIM!
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@@ -86,7 +86,7 @@
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//reflex firing is disabled when help intent is set
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if (M.a_intent == I_HELP)
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M << "\red You refrain from firing your [src] as your intent is set to help."
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M << "<span class='danger'>You refrain from firing your [src] as your intent is set to help.</span>"
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return
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M.last_move_intent = world.time
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@@ -95,7 +95,7 @@
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if(firing_check == 1)
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Fire(T,usr, reflex = 1)
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else if(!told_cant_shoot)
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M << "\red They can't be hit from here!"
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M << "<span class='danger'>They can't be hit from here!</span>"
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told_cant_shoot = 1
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spawn(30)
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told_cant_shoot = 0
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@@ -153,6 +153,7 @@
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last_move_intent = -100
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last_target_click = -5
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target_locked = null
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last_target_radio = -5;
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/mob/living/proc/Targeted(var/obj/item/weapon/gun/I) //Self explanitory.
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if(!I.aim_targets)
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@@ -171,10 +172,10 @@
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if(!targeted_by) targeted_by = list()
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targeted_by += I
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I.lock_time = world.time + 20 //Target has 2 second to realize they're targeted and stop (or target the opponent).
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src << "((\red <b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b> \black While targeted, they may \
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src << "((<span class='danger'><b>Your character is being targeted. They have 2 seconds to stop any click or move actions.</b></span> While targeted, they may \
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drag and drop items in or into the map, speak, and click on interface buttons. Clicking on the map objects (floors and walls are fine), their items \
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(other than a weapon to de-target), or moving will result in being fired upon. \red The aggressor may also fire manually, \
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so try not to get on their bad side.\black ))"
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(other than a weapon to de-target), moving, or talking into a radio will result in being fired upon. <span class='danger'>The aggressor may also fire manually, \
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so try not to get on their bad side.</span>))"
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if(targeted_by.len == 1)
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spawn(0)
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@@ -195,7 +196,7 @@
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I.lower_aim()
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return
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if(m_intent == "run" && T.client.target_can_move == 1 && T.client.target_can_run == 0)
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src << "\red Your move intent is now set to walk, as your targeter permits it." //Self explanitory.
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src << "<span class='danger'>Your move intent is now set to walk, as your targeter permits it.</span>" //Self explanitory.
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set_m_intent("walk")
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//Processing the aiming. Should be probably in separate object with process() but lasy.
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@@ -218,6 +219,12 @@
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I.lock_time = world.time + 5
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I.lock_time = world.time + 5
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I.last_moved_mob = src
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if(last_target_radio > I.lock_time + 10 && !T.client.target_can_radio)
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I.TargetActed(src)
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if(I.last_moved_mob == src) //If they were the last ones to move, give them more of a grace period, so that an automatic weapon can hold down a room better.
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I.lock_time = world.time + 5
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I.lock_time = world.time + 5
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I.last_moved_mob = src
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sleep(1)
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/mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
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@@ -253,12 +260,14 @@
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target_can_move = 0
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target_can_run = 0
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target_can_click = 0
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target_can_radio = 0
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gun_mode = 0
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//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
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/client/proc/add_gun_icons()
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screen += usr.item_use_icon
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screen += usr.gun_move_icon
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screen += usr.radio_use_icon
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if (target_can_move)
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screen += usr.gun_run_icon
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@@ -268,6 +277,7 @@
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if(!usr) return 1 // Runtime prevention on N00k agents spawning with SMG
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screen -= usr.item_use_icon
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screen -= usr.gun_move_icon
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screen -= usr.radio_use_icon
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if (target_can_move)
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screen -= usr.gun_run_icon
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@@ -313,10 +323,10 @@
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if(target_can_move)
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M << "Your character may now <b>walk</b> at the discretion of their targeter."
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if(!target_can_run)
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M << "\red Your move intent is now set to walk, as your targeter permits it."
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M << "<span class='danger'>Your move intent is now set to walk, as your targeter permits it.</span>"
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M.set_m_intent("walk")
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else
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M << "\red <b>Your character will now be shot if they move.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they move.</b></span>"
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/mob/living/proc/set_m_intent(var/intent)
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if (intent != "walk" && intent != "run")
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@@ -349,7 +359,7 @@ client/verb/AllowTargetRun()
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if(target_can_run)
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M << "Your character may now <b>run</b> at the discretion of their targeter."
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else
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M << "\red <b>Your character will now be shot if they run.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they run.</b></span>"
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/client/verb/AllowTargetClick()
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set hidden=1
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@@ -373,4 +383,27 @@ client/verb/AllowTargetRun()
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if(target_can_click)
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M << "Your character may now <b>use items</b> at the discretion of their targeter."
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else
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M << "\red <b>Your character will now be shot if they use items.</b>"
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M << "<span class='danger'><b>Your character will now be shot if they use items.</b></span>"
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/client/verb/AllowTargetRadio()
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set hidden=1
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target_can_radio = !target_can_radio
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if(target_can_radio)
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usr << "Target may now use radio."
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else
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usr << "Target may no longer use radio."
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if(usr.radio_use_icon)
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usr.radio_use_icon.icon_state = "no_radio[target_can_radio]"
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usr.radio_use_icon.name = "[target_can_radio ? "Disallow" : "Allow"] Radio Use"
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//Handling change for all the guns on client
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for(var/obj/item/weapon/gun/G in src)
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G.lock_time = world.time + 5
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if(G.aim_targets)
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for(var/mob/living/M in G.aim_targets)
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if(target_can_radio)
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M << "Your character may now <b>use the radio</b> at the discretion of their targeter."
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else
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M << "<span class='danger'><b>Your character will now be shot if they use the radio.</b></span>"
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Before Width: | Height: | Size: 155 KiB After Width: | Height: | Size: 155 KiB |
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