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https://github.com/Aurorastation/Aurora.3.git
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Jamming Tweaks (#8261)
Tweaked how gunjamming works. You now have to spam the Z button, or keep clicking the gun sprite if you don't have hotkeys, to unjam it.
Added sounds to jamming and unjamming guns.
This commit is contained in:
@@ -28,7 +28,8 @@
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var/auto_eject = 0 //if the magazine should automatically eject itself when empty.
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var/auto_eject = 0 //if the magazine should automatically eject itself when empty.
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var/auto_eject_sound = null
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var/auto_eject_sound = null
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var/is_jammed = 0 //Whether this gun is jammed
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var/jam_num = 0 //Whether this gun is jammed and how many self-uses until it's unjammed
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var/unjam_cooldown = 0 //Gives the unjammer some time after spamming unjam to not eject their mag
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var/jam_chance = 0 //Chance it jams on fire
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var/jam_chance = 0 //Chance it jams on fire
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//TODO generalize ammo icon states for guns
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//TODO generalize ammo icon states for guns
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@@ -46,8 +47,8 @@
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update_icon()
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update_icon()
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/obj/item/gun/projectile/consume_next_projectile()
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/obj/item/gun/projectile/consume_next_projectile()
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if(is_jammed)
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if(jam_num)
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return 0
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return FALSE
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//get the next casing
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//get the next casing
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if(loaded.len)
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if(loaded.len)
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chambered = loaded[1] //load next casing.
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chambered = loaded[1] //load next casing.
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@@ -58,7 +59,7 @@
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if(handle_casings != HOLD_CASINGS)
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if(handle_casings != HOLD_CASINGS)
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ammo_magazine.stored_ammo -= chambered
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ammo_magazine.stored_ammo -= chambered
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if (chambered)
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if(chambered)
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return chambered.BB
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return chambered.BB
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return null
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return null
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@@ -74,12 +75,13 @@
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/obj/item/gun/projectile/special_check(var/mob/user)
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/obj/item/gun/projectile/special_check(var/mob/user)
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if(!..())
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if(!..())
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return 0
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return FALSE
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if(!is_jammed && jam_chance)
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if(!jam_num && jam_chance && getAmmo())
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if(prob(jam_chance))
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if(prob(jam_chance))
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playsound(src.loc, 'sound/items/trayhit2.ogg', 50, 1)
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to_chat(user, "<span class='danger'>\The [src] jams!</span>")
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to_chat(user, "<span class='danger'>\The [src] jams!</span>")
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is_jammed = 1
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jam_num = rand(2, 5) // gotta attackself two to five times to unjam
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return 1
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return TRUE
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/obj/item/gun/projectile/proc/process_chambered()
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/obj/item/gun/projectile/proc/process_chambered()
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if (!chambered) return
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if (!chambered) return
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@@ -166,7 +168,7 @@
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update_icon()
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update_icon()
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//attempts to unload src. If allow_dump is set to 0, the speedloader unloading method will be disabled
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//attempts to unload src. If allow_dump is set to 0, the speedloader unloading method will be disabled
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/obj/item/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump=1)
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/obj/item/gun/projectile/proc/unload_ammo(mob/user, var/allow_dump = 1)
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if(ammo_magazine)
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if(ammo_magazine)
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user.put_in_hands(ammo_magazine)
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user.put_in_hands(ammo_magazine)
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user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
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user.visible_message("[user] removes [ammo_magazine] from [src].", "<span class='notice'>You remove [ammo_magazine] from [src].</span>")
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@@ -195,28 +197,31 @@
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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to_chat(user, "<span class='warning'>[src] is empty.</span>")
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update_icon()
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update_icon()
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/obj/item/gun/projectile/attackby(var/obj/item/A as obj, mob/user as mob)
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/obj/item/gun/projectile/attackby(obj/item/A, mob/user)
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..()
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..()
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load_ammo(A, user)
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load_ammo(A, user)
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/obj/item/gun/projectile/attack_self(mob/user as mob)
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/obj/item/gun/projectile/attack_self(mob/user)
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if(is_jammed)
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if(jam_num)
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to_chat(user, "<span class='notice'>\The [user] unjams \the [src]!</span>")
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playsound(src.loc, 'sound/weapons/empty.ogg', 50, 1)
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if(do_after(user, 5))
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jam_num--
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playsound(src.loc, 'sound/weapons/empty.ogg', 100, 1)
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if(!jam_num)
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is_jammed = 0
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visible_message(span("danger", "\The [user] unjams \the [src]!"))
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playsound(src.loc, 'sound/items/glowstick.ogg', 100, 1)
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unjam_cooldown = world.time
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else if(unjam_cooldown + 2 SECONDS > world.time)
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return
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else if(firemodes.len > 1)
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else if(firemodes.len > 1)
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..()
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..()
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else
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else
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unload_ammo(user)
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unload_ammo(user)
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/obj/item/gun/projectile/attack_hand(mob/user as mob)
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/obj/item/gun/projectile/attack_hand(mob/user)
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if(user.get_inactive_hand() == src)
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if(user.get_inactive_hand() == src)
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unload_ammo(user, allow_dump=0)
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unload_ammo(user, allow_dump=0)
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else
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else
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return ..()
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return ..()
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/obj/item/gun/projectile/afterattack(atom/A, mob/living/user)
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/obj/item/gun/projectile/afterattack(atom/A, mob/living/user)
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..()
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..()
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if(auto_eject && ammo_magazine && ammo_magazine.stored_ammo && !ammo_magazine.stored_ammo.len)
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if(auto_eject && ammo_magazine && ammo_magazine.stored_ammo && !ammo_magazine.stored_ammo.len)
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@@ -235,7 +240,7 @@
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..(user)
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..(user)
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if(get_dist(src, user) > 1)
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if(get_dist(src, user) > 1)
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return
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return
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if(is_jammed)
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if(jam_num)
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to_chat(user, "<span class='warning'>It looks jammed.</span>")
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to_chat(user, "<span class='warning'>It looks jammed.</span>")
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if(ammo_magazine)
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if(ammo_magazine)
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to_chat(user, "It has \a [ammo_magazine] loaded.")
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to_chat(user, "It has \a [ammo_magazine] loaded.")
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@@ -251,15 +256,3 @@
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if(chambered)
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if(chambered)
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bullets += 1
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bullets += 1
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return bullets
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return bullets
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/* Unneeded -- so far.
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//in case the weapon has firemodes and can't unload using attack_hand()
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/obj/item/gun/projectile/verb/unload_gun()
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set name = "Unload Ammo"
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set category = "Object"
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set src in usr
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if(usr.stat || usr.restrained()) return
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unload_ammo(usr)
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*/
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7
html/changelogs/geeves-jam-jam.yml
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7
html/changelogs/geeves-jam-jam.yml
Normal file
@@ -0,0 +1,7 @@
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author: Geeves
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delete-after: True
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changes:
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- tweak: "Tweaked how gunjamming works. You now have to spam the Z button, or keep clicking the gun sprite if you don't have hotkeys, to unjam it."
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- rscadd: "Added sounds to jamming and unjamming guns."
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