/* Defines a firing mode for a gun. A firemode is created from a list of fire mode settings. Each setting modifies the value of the gun var with the same name. If the fire mode value for a setting is null, it will be replaced with the initial value of that gun's variable when the firemode is created. Obviously not compatible with variables that take a null value. If a setting is not present, then the corresponding var will not be modified. */ /datum/firemode var/name = "default" var/list/settings = list() var/list/original_settings /datum/firemode/New(obj/item/gun/gun, list/properties = null) ..() if(!properties) return for(var/propname in properties) var/propvalue = properties[propname] if(propname == "mode_name") name = propvalue else if(isnull(propvalue)) settings[propname] = gun.vars[propname] //better than initial() as it handles list vars like burst_accuracy else settings[propname] = propvalue /datum/firemode/proc/apply_to(obj/item/gun/gun) LAZYINITLIST(original_settings) for(var/propname in settings) original_settings[propname] = gun.vars[propname] gun.vars[propname] = settings[propname] /datum/firemode/proc/unapply_to(obj/item/gun/gun) if (LAZYLEN(original_settings)) for (var/propname in original_settings) gun.vars[propname] = original_settings[propname] LAZYCLEARLIST(original_settings) original_settings = null //Parent gun type. Guns are weapons that can be aimed at mobs and act over a distance /obj/item/gun name = "gun" desc = "It's a gun. It's pretty terrible, though." desc_info = "This is a gun. To fire the weapon, ensure your intent is *not* set to 'help', have your gun mode set to 'fire', \ then click where you want to fire." icon = 'icons/obj/guns/pistol.dmi' var/gun_gui_icons = 'icons/obj/guns/gun_gui.dmi' icon_state = "pistol" item_state = "pistol" contained_sprite = TRUE flags = CONDUCT slot_flags = SLOT_BELT|SLOT_HOLSTER matter = list(DEFAULT_WALL_MATERIAL = 2000) w_class = ITEMSIZE_NORMAL throwforce = 5 throw_speed = 4 throw_range = 5 force = 5 origin_tech = list(TECH_COMBAT = 1) attack_verb = list("struck", "hit", "bashed") zoomdevicename = "scope" var/burst = 1 var/can_autofire = FALSE var/fire_delay = 6 //delay after shooting before the gun can be used again var/burst_delay = 1 //delay between shots, if firing in bursts var/move_delay = 0 var/fire_sound = 'sound/weapons/gunshot/gunshot1.ogg' var/fire_sound_text = "gunshot" var/recoil = 0 //screen shake var/silenced = 0 var/muzzle_flash = 3 var/accuracy = 0 //accuracy is measured in tiles. +1 accuracy means that everything is effectively one tile closer for the purpose of miss chance, -1 means the opposite. launchers are not supported, at the moment. var/offhand_accuracy = 0 // the higher this number, the more accurate this weapon is when fired from the off-hand var/scoped_accuracy = null var/list/burst_accuracy = list(0) //allows for different accuracies for each shot in a burst. Applied on top of accuracy var/list/dispersion = list(0) var/reliability = 100 var/cyborg_maptext_override var/displays_maptext = FALSE var/can_ammo_display = TRUE var/obj/item/ammo_display maptext_x = 22 maptext_y = 2 var/obj/item/device/firing_pin/pin = /obj/item/device/firing_pin //standard firing pin for most guns. var/can_bayonet = FALSE var/obj/item/material/knife/bayonet/bayonet var/knife_x_offset = 0 var/knife_y_offset = 0 var/next_fire_time = 0 var/sel_mode = 1 //index of the currently selected mode var/list/firemodes = list() //wielding information var/fire_delay_wielded = 0 var/recoil_wielded = 0 var/accuracy_wielded = 0 var/wielded = 0 var/needspin = TRUE var/is_wieldable = FALSE var/wield_sound = /decl/sound_category/generic_wield_sound var/unwield_sound = null var/one_hand_fa_penalty = 0 // Additional accuracy/dispersion penalty for using full auto one-handed //aiming system stuff var/multi_aim = 0 //Used to determine if you can target multiple people. var/tmp/list/mob/living/aim_targets //List of who yer targeting. var/tmp/mob/living/last_moved_mob //Used to fire faster at more than one person. var/tmp/lock_time = -100 var/safety_state = TRUE var/has_safety = TRUE var/image/safety_overlay // sounds n shit var/safetyon_sound = 'sound/weapons/blade_open.ogg' var/safetyoff_sound = 'sound/weapons/blade_close.ogg' drop_sound = 'sound/items/drop/gun.ogg' pickup_sound = 'sound/items/pickup/gun.ogg' /obj/item/gun/Initialize(mapload) . = ..() for(var/i in 1 to firemodes.len) firemodes[i] = new /datum/firemode(src, firemodes[i]) if(isnull(scoped_accuracy)) scoped_accuracy = accuracy if (!pin && needspin) pin = /obj/item/device/firing_pin if(pin && needspin) pin = new pin(src) if(istype(loc, /obj/item/robot_module)) has_safety = FALSE if(!cyborg_maptext_override) displays_maptext = TRUE update_maptext() if(istype(loc, /obj/item/rig_module)) has_safety = FALSE queue_icon_update() /obj/item/gun/update_icon() ..() underlays.Cut() if(bayonet) var/image/I I = image(icon = 'icons/obj/guns/bayonet.dmi', icon_state = "bayonet") I.pixel_x = knife_x_offset I.pixel_y = knife_y_offset underlays += I if(has_safety) cut_overlay(safety_overlay, TRUE) safety_overlay = null if(!isturf(loc)) // In a mob, holster or bag or something safety_overlay = image(gun_gui_icons,"[safety()]") add_overlay(safety_overlay, TRUE) if(is_wieldable) if(wielded) var/list/gun_states = icon_states(icon) if(("[item_state]-wielded_lh" in gun_states) || ("[item_state]-wielded_rh" in gun_states)) item_state = "[item_state]-wielded" else item_state = replacetext(item_state,"-wielded","") update_held_icon() /obj/item/gun/proc/unique_action(var/mob/user) return /obj/item/gun/proc/toggle_firing_mode(var/mob/user, var/list/message_mobs) var/datum/firemode/new_mode = switch_firemodes(user) if(new_mode) playsound(user, safetyoff_sound, 25) to_chat(user, SPAN_NOTICE("\The [src] is now set to [new_mode.name].")) for(var/M in message_mobs) to_chat(M, SPAN_NOTICE("[user] has set \the [src] to [new_mode.name].")) //Checks whether a given mob can use the gun //Any checks that shouldn't result in handle_click_empty() being called if they fail should go here. //Otherwise, if you want handle_click_empty() to be called, check in consume_next_projectile() and return null there. /obj/item/gun/proc/special_check(var/mob/user) if(!isliving(user)) return FALSE if(!user.IsAdvancedToolUser()) return FALSE if(user.is_pacified()) to_chat(user, SPAN_NOTICE("You don't want to risk harming anyone!")) return FALSE var/mob/living/M = user if(HULK in M.mutations) to_chat(M, SPAN_DANGER("Your fingers are much too large for the trigger guard!")) return FALSE if(ishuman(M)) var/mob/living/carbon/human/A = M var/no_guns_check = A.check_no_guns() if(no_guns_check) to_chat(A, SPAN_WARNING("[no_guns_check]")) // the proc returns the no_guns_message return FALSE if((M.is_clumsy()) && prob(40)) //Clumsy handling var/obj/P = consume_next_projectile() if(P) if(process_projectile(P, user, user, pick(BP_L_FOOT, BP_R_FOOT))) handle_post_fire(user, user) user.visible_message( SPAN_DANGER("\The [user] shoots [user.get_pronoun("himself")] in the foot with \the [src]!"), SPAN_DANGER("You shoot yourself in the foot with \the [src]!") ) M.drop_item() else handle_click_empty(user) return FALSE if(pin && needspin) if(pin.pin_auth(user) || pin.emagged) return TRUE else pin.auth_fail(user) handle_click_empty(user) return FALSE else if(needspin) to_chat(user, SPAN_WARNING("\The [src]'s trigger is locked. This weapon doesn't have a firing pin installed!")) return FALSE else return TRUE /obj/item/gun/afterattack(atom/A, mob/living/user, adjacent, params) if(adjacent) return //A is adjacent, is the user, or is on the user's person if(!user.aiming) user.aiming = new(user) if(user?.client && user.aiming?.active && user.aiming.aiming_at != A) PreFire(A,user,params) //They're using the new gun system, locate what they're aiming at. return else Fire(A,user,params) //Otherwise, fire normally. /obj/item/gun/attack(atom/A, mob/living/user, def_zone) if (A == user && user.zone_sel.selecting == BP_MOUTH && !mouthshoot) handle_suicide(user) else if(user.a_intent != I_HURT && user.aiming && user.aiming.active) //if aim mode, don't pistol whip if (user.aiming.aiming_at != A) PreFire(A, user) else Fire(A, user, pointblank=1) else if(user.a_intent == I_HURT) //point blank shooting Fire(A, user, pointblank=1) else if(bayonet) bayonet.attack(A, user, def_zone) else return ..() //Pistolwhippin' /obj/item/gun/proc/fire_checks(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0) if(!user || !target) return FALSE add_fingerprint(user) if(safety()) if(user.a_intent == I_HURT) toggle_safety(user) else handle_click_empty(user) return FALSE if(!special_check(user)) return FALSE var/failure_chance = 100 - reliability if(prob(failure_chance)) handle_reliability_fail(user) return FALSE if(world.time < next_fire_time) if(world.time % 3 && !can_autofire) //to prevent spam to_chat(user, SPAN_WARNING("\The [src] is not ready to fire again!")) return FALSE var/shoot_time = max((burst - 1) * burst_delay, burst_delay) user.setClickCooldown(shoot_time) user.setMoveCooldown(shoot_time) next_fire_time = world.time + shoot_time return TRUE /obj/item/gun/proc/Fire(atom/target, mob/living/user, clickparams, pointblank=0, reflex=0, accuracy_decrease=0, is_offhand=0) if(!fire_checks(target,user,clickparams,pointblank,reflex)) return FALSE if(!is_offhand && user.a_intent == I_HURT) // no recursion var/obj/item/gun/SG = user.get_inactive_hand() if(istype(SG)) var/decreased_accuracy = (SG.w_class * 2) - SG.offhand_accuracy addtimer(CALLBACK(SG, .proc/Fire, target, user, clickparams, pointblank, reflex, decreased_accuracy, TRUE), 5) //actually attempt to shoot var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed. for(var/i in 1 to burst) var/obj/projectile = consume_next_projectile(user) if(!projectile) handle_click_empty(user) break var/acc = burst_accuracy[min(i, burst_accuracy.len)] - accuracy_decrease var/disp = dispersion[min(i, dispersion.len)] process_accuracy(projectile, user, target, acc, disp) if(pointblank) process_point_blank(projectile, user, target) var/selected_zone = user.zone_sel ? user.zone_sel.selecting : BP_CHEST if(process_projectile(projectile, user, target, selected_zone, clickparams)) var/show_emote = TRUE if(i > 1 && burst_delay < 3 && burst < 5) show_emote = FALSE handle_post_fire(user, target, pointblank, reflex, show_emote) update_icon() if(i < burst) sleep(burst_delay) if(!(target && target.loc)) target = targloc pointblank = 0 update_held_icon() user.setClickCooldown(max(burst_delay+1, fire_delay)) user.setMoveCooldown(move_delay) // Similar to the above proc, but does not require a user, which is ideal for things like turrets. /obj/item/gun/proc/Fire_userless(atom/target) if(!target) return FALSE if(world.time < next_fire_time) return FALSE var/shoot_time = (burst - 1)* burst_delay next_fire_time = world.time + shoot_time var/turf/targloc = get_turf(target) //cache this in case target gets deleted during shooting, e.g. if it was a securitron that got destroyed. for(var/i in 1 to burst) var/obj/projectile = consume_next_projectile() if(!projectile) handle_click_empty() break if(isprojectile(projectile)) var/obj/item/projectile/P = projectile var/acc = burst_accuracy[min(i, burst_accuracy.len)] var/disp = dispersion[min(i, dispersion.len)] P.accuracy = accuracy + acc P.dispersion = disp P.shot_from = src.name P.silenced = silenced P.launch_projectile(target) handle_post_fire() // should be safe to not include arguments here, as there are failsafes in effect (?) if(silenced) playsound(src, fire_sound, 10, 1) else playsound(src, fire_sound, 75, 1, 3, 0.5, 1) if (muzzle_flash) set_light(muzzle_flash) addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2, TIMER_UNIQUE | TIMER_OVERRIDE) update_icon() if(i < burst) sleep(burst_delay) if(!target?.loc) target = targloc //update timing next_fire_time = world.time + fire_delay accuracy = initial(accuracy) //Reset the gun's accuracy //obtains the next projectile to fire /obj/item/gun/proc/consume_next_projectile() return null //used by aiming code /obj/item/gun/proc/can_hit(atom/target, var/mob/living/user) if(!special_check(user)) return 2 //just assume we can shoot through glass and stuff. No big deal, the player can just choose to not target someone //on the other side of a window if it makes a difference. Or if they run behind a window, too bad. return (target in check_trajectory(target, user)) //called if there was no projectile to shoot /obj/item/gun/proc/handle_click_empty(mob/user) if(user) to_chat(user, SPAN_DANGER("*click*")) else src.visible_message("*click click*") playsound(loc, 'sound/weapons/empty.ogg', 100, 1) //called after successfully firing /obj/item/gun/proc/handle_post_fire(mob/user, atom/target, var/pointblank = FALSE, var/reflex = FALSE, var/playemote = TRUE) if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 75, 1, 3, 0.5, 1) if(playemote) if(reflex) user.visible_message( SPAN_DANGER("\The [user] fires \the [src][pointblank ? " point blank at [target]" : ""] by reflex!"), SPAN_DANGER("You fire \the [src][pointblank ? " point blank at [target]" : ""] by reflex!"), "You hear a [fire_sound_text]!" ) else user.visible_message( SPAN_DANGER("\The [user] fires \the [src][pointblank ? " point blank at [target]" : ""]!"), SPAN_DANGER("You fire \the [src][pointblank ? " point blank at [target]" : ""]!"), "You hear a [fire_sound_text]!" ) if(muzzle_flash) set_light(muzzle_flash) addtimer(CALLBACK(src, /atom/.proc/set_light, 0), 2) if(recoil) shake_camera(user, recoil + 1, recoil) if(ishuman(user) && user.invisibility == INVISIBILITY_LEVEL_TWO) //shooting will disable a rig cloaking device var/mob/living/carbon/human/H = user if(istype(H.back, /obj/item/rig)) var/obj/item/rig/R = H.back for(var/obj/item/rig_module/stealth_field/S in R.installed_modules) S.deactivate() update_icon() /obj/item/gun/proc/process_point_blank(obj/projectile, mob/user, atom/target) var/obj/item/projectile/P = projectile if(!istype(P)) return //default behaviour only applies to true projectiles //default point blank multiplier var/damage_mult = 1.3 //determine multiplier due to the target being grabbed if(ismob(target)) var/mob/M = target if(M.grabbed_by.len) var/grabstate = 0 for(var/obj/item/grab/G in M.grabbed_by) grabstate = max(grabstate, G.state) if(grabstate >= GRAB_NECK) damage_mult = 2.5 else if(grabstate >= GRAB_AGGRESSIVE) damage_mult = 1.5 P.damage *= damage_mult //you can't miss at point blank.. P.can_miss = 1 /obj/item/gun/proc/process_accuracy(obj/projectile, mob/user, atom/target, acc_mod, dispersion) var/obj/item/projectile/P = projectile if(!istype(P)) return //default behaviour only applies to true projectiles //Accuracy modifiers P.accuracy = accuracy + acc_mod P.dispersion = dispersion //Increasing accuracy across the board, ever so slightly P.accuracy += 1 //accuracy bonus from aiming if (aim_targets && (target in aim_targets)) //If you aim at someone beforehead, it'll hit more often. //Kinda balanced by fact you need like 2 seconds to aim //As opposed to no-delay pew pew P.accuracy += 2 var/datum/firemode/F if(length(firemodes)) F = firemodes[sel_mode] if(one_hand_fa_penalty > 2 && !wielded && F?.name == "full auto") // todo: make firemode names defines P.accuracy -= one_hand_fa_penalty/2 P.dispersion -= one_hand_fa_penalty * 0.5 //does the actual launching of the projectile /obj/item/gun/proc/process_projectile(obj/projectile, mob/user, atom/target, target_zone, params) var/obj/item/projectile/P = projectile if(!istype(P)) return FALSE //default behaviour only applies to true projectiles //shooting while in shock var/added_spread = 0 if(iscarbon(user)) var/mob/living/carbon/mob = user if(mob.shock_stage > 120) added_spread = 30 else if(mob.shock_stage > 70) added_spread = 15 return !P.launch_from_gun(target, target_zone, user, params, null, added_spread, src) //Suicide handling. /obj/item/gun/var/mouthshoot = FALSE //To stop people from suiciding twice... >.> /obj/item/gun/proc/handle_suicide(mob/living/user) if(!ishuman(user)) return var/mob/living/carbon/human/M = user mouthshoot = TRUE M.visible_message(SPAN_WARNING("\The [user] sticks their gun in their mouth, ready to pull the trigger...")) if(!do_after(user, 40)) M.visible_message(SPAN_NOTICE("\The [user] decided life was worth living")) mouthshoot = FALSE return var/obj/item/projectile/in_chamber = consume_next_projectile() if (istype(in_chamber)) user.visible_message(SPAN_WARNING("\The [user] pulls the trigger.")) if (!pin && needspin)//Checks the pin of the gun. handle_click_empty(user) mouthshoot = FALSE return if (!pin.pin_auth() && needspin) handle_click_empty(user) mouthshoot = FALSE return if(safety() && user.a_intent != I_HURT) user.visible_message(SPAN_WARNING("The safety was on. How anticlimatic!")) handle_click_empty(user) mouthshoot = FALSE return if(silenced) playsound(user, fire_sound, 10, 1) else playsound(user, fire_sound, 75, 1, 3, 0.5, 1) in_chamber.on_hit(M) if (in_chamber.damage == 0) user.show_message(SPAN_WARNING("You feel rather silly, trying to commit suicide with a toy.")) mouthshoot = FALSE return else if (in_chamber.damage_type == PAIN) to_chat(user, SPAN_NOTICE("Ow...")) user.apply_effect(110,PAIN,0) else log_and_message_admins("[key_name(user)] commited suicide using \a [src]") user.apply_damage(in_chamber.damage*2.5, in_chamber.damage_type, BP_HEAD, used_weapon = "Point blank shot in the mouth with \a [in_chamber]", damage_flags = DAM_SHARP) user.death() handle_post_fire(user, user, FALSE, FALSE, FALSE) mouthshoot = FALSE return else handle_click_empty(user) mouthshoot = FALSE return /obj/item/gun/proc/toggle_scope(var/zoom_amount=2.0, var/mob/user) //looking through a scope limits your periphereal vision //still, increase the view size by a tiny amount so that sniping isn't too restricted to NSEW var/zoom_offset = round(world.view * zoom_amount) var/view_size = round(world.view + zoom_amount) var/scoped_accuracy_mod = zoom_offset zoom(user, zoom_offset, view_size) if(zoom) accuracy = scoped_accuracy + scoped_accuracy_mod if(recoil) recoil = round(recoil*zoom_amount+1) //recoil is worse when looking through a scope //make sure accuracy and recoil are reset regardless of how the item is unzoomed. /obj/item/gun/zoom() ..() if(!zoom) if(is_wieldable && wielded) if(accuracy_wielded) accuracy = accuracy_wielded else accuracy = initial(accuracy) if(recoil_wielded) recoil = recoil_wielded else recoil = initial(recoil) else accuracy = initial(accuracy) recoil = initial(recoil) /obj/item/gun/examine(mob/user) ..() if(get_dist(src, user) > 1) return if(needspin) if(pin) to_chat(user, "\The [pin] is installed in the trigger mechanism.") pin.examine_info(user) // Allows people to check the current firemode of their wireless-control firing pin. Returns nothing if there's no wireless-control firing pin. else to_chat(user, "It doesn't have a firing pin installed, and won't fire.") if(firemodes.len > 1) var/datum/firemode/current_mode = firemodes[sel_mode] to_chat(user, "The fire selector is set to [current_mode.name].") if(has_safety) to_chat(user, "The safety is [safety() ? "on" : "off"].") return TRUE /obj/item/gun/proc/switch_firemodes() if(!firemodes.len) return null var/datum/firemode/old_mode = firemodes[sel_mode] old_mode.unapply_to(src) sel_mode++ if(sel_mode > firemodes.len) sel_mode = 1 var/datum/firemode/new_mode = firemodes[sel_mode] new_mode.apply_to(src) return new_mode /obj/item/gun/attack_self(mob/user) if(is_wieldable) toggle_wield(usr) update_held_icon() else to_chat(usr, SPAN_WARNING("You can't wield \the [src]!")) // Safety Procs /obj/item/gun/proc/toggle_safety(var/mob/user) safety_state = !safety_state update_icon() if(user) to_chat(user, SPAN_NOTICE("You switch the safety [safety_state ? "on" : "off"] on \the [src].")) if(!safety_state) playsound(src, safetyon_sound, 30, 1) else playsound(src, safetyoff_sound, 30, 1) /obj/item/gun/verb/toggle_safety_verb() set src in usr set category = "Object" set name = "Toggle Gun Safety" if(has_safety && usr == loc) toggle_safety(usr) /obj/item/gun/CtrlClick(var/mob/user) if(has_safety && user == loc) toggle_safety(user) return TRUE . = ..() /obj/item/gun/proc/safety() return has_safety && safety_state //Handling of rifles and two-handed weapons. /obj/item/gun/proc/can_wield() return FALSE /obj/item/gun/proc/toggle_wield(mob/user as mob) if(!is_wieldable) return if(!istype(user.get_active_hand(), /obj/item/gun)) to_chat(user, SPAN_WARNING("You need to be holding \the [name] in your active hand.")) return if(!ishuman(user)) to_chat(user, SPAN_WARNING("It's too heavy for you to stabilize properly.")) return var/mob/living/carbon/human/M = user if(M.isMonkey()) to_chat(user, SPAN_WARNING("It's too heavy for you to stabilize properly.")) return if(wielded) unwield() to_chat(user, SPAN_NOTICE("You are no-longer stabilizing \the [name] with both hands.")) var/obj/item/offhand/O = user.get_inactive_hand() if(O && istype(O)) O.unwield() else O = user.get_active_hand() return else if(user.get_inactive_hand()) to_chat(user, SPAN_WARNING("You need your other hand to be empty.")) return wield() to_chat(user, SPAN_NOTICE("You stabilize \the [initial(name)] with both hands.")) var/obj/item/offhand/O = new(user) O.name = "[initial(name)] - offhand" O.desc = "Your second grip on \the [initial(name)]." user.put_in_inactive_hand(O) return /obj/item/gun/proc/unwield() wielded = FALSE if(fire_delay_wielded) fire_delay = initial(fire_delay) if(recoil_wielded) recoil = initial(recoil) if(accuracy_wielded) accuracy = initial(accuracy) if(unwield_sound) playsound(src.loc, unwield_sound, 50, 1) update_icon() update_held_icon() /obj/item/gun/proc/wield() wielded = TRUE if(fire_delay_wielded) fire_delay = fire_delay_wielded if(recoil_wielded) recoil = recoil_wielded if(accuracy_wielded) accuracy = accuracy_wielded if(wield_sound) playsound(src.loc, wield_sound, 50, 1) update_icon() update_held_icon() /obj/item/gun/mob_can_equip(M as mob, slot, disable_warning, ignore_blocked) //Cannot equip wielded items. if(is_wieldable) if(wielded) if(!disable_warning) // unfortunately not sure there's a way to get this to only fire once when it's looped to_chat(M, SPAN_WARNING("Lower \the [initial(name)] first!")) return FALSE return ..() /obj/item/gun/throw_at() ..() update_maptext() /obj/item/gun/on_give() update_maptext() /obj/item/gun/dropped(mob/living/user) ..() queue_icon_update() //Unwields the item when dropped, deletes the offhand update_maptext() if(is_wieldable) if(user) var/obj/item/offhand/O = user.get_inactive_hand() if(istype(O)) O.unwield() return unwield() /obj/item/gun/pickup(mob/user) ..() queue_icon_update() addtimer(CALLBACK(src, .proc/update_maptext), 1) if(is_wieldable) unwield() ///////////OFFHAND/////////////// /obj/item/offhand w_class = ITEMSIZE_HUGE icon = 'icons/obj/weapons.dmi' icon_state = "offhand" item_state = "nothing" name = "offhand" drop_sound = null pickup_sound = null equip_sound = null /obj/item/offhand/proc/unwield() if(ismob(loc)) var/mob/the_mob = loc the_mob.drop_from_inventory(src) else qdel(src) /obj/item/offhand/proc/wield() if(ismob(loc)) var/mob/the_mob = loc the_mob.drop_from_inventory(src) else qdel(src) /obj/item/offhand/dropped(mob/living/user) if(user) var/obj/item/gun/O = user.get_inactive_hand() if(istype(O)) to_chat(user, SPAN_NOTICE("You are no-longer stabilizing \the [name] with both hands.")) O.unwield() unwield() if (!QDELETED(src)) qdel(src) /obj/item/offhand/mob_can_equip(var/mob/M, slot, disable_warning = FALSE) return FALSE /obj/item/gun/Destroy() if (istype(pin)) QDEL_NULL(pin) if(bayonet) QDEL_NULL(bayonet) return ..() /obj/item/gun/proc/handle_reliability_fail(var/mob/user) var/severity = 1 if(prob(100-reliability)) severity = 2 if(prob(100-reliability)) severity = 3 switch(severity) if(1) small_fail(user) if(2) medium_fail(user) else critical_fail(user) /obj/item/gun/proc/small_fail(var/mob/user) return /obj/item/gun/proc/medium_fail(var/mob/user) return /obj/item/gun/proc/critical_fail(var/mob/user) return /obj/item/gun/attackby(var/obj/item/I, var/mob/user) if(istype(I, /obj/item/material/knife/bayonet)) if(!can_bayonet) return ..() if(bayonet) to_chat(user, SPAN_DANGER("There is a bayonet attached to \the [src] already.")) return user.drop_from_inventory(I,src) bayonet = I to_chat(user, SPAN_NOTICE("You attach \the [I] to the front of \the [src].")) update_icon() return if(istype(pin) && pin.attackby(I, user)) //Allows users to use their ID on a gun with a wireless-control firing pin to register their identity. return if(istype(I, /obj/item/ammo_display)) if(!can_ammo_display) to_chat(user, SPAN_WARNING("\The [I] cannot attach to \the [src].")) return if(ammo_display) to_chat(user, SPAN_WARNING("\The [src] already has a holographic ammo display.")) return if(displays_maptext) to_chat(user, SPAN_WARNING("\The [src] is already displaying its ammo count.")) return user.drop_from_inventory(I, src) ammo_display = I displays_maptext = TRUE to_chat(user, SPAN_NOTICE("You attach \the [I] to \the [src].")) return if(I.iscrowbar() && bayonet) to_chat(user, SPAN_NOTICE("You detach \the [bayonet] from \the [src].")) bayonet.forceMove(get_turf(src)) user.put_in_hands(bayonet) bayonet = null update_icon() return if(I.iswrench() && ammo_display) to_chat(user, SPAN_NOTICE("You wrench the ammo display loose from \the [src].")) ammo_display.forceMove(get_turf(src)) user.put_in_hands(ammo_display) ammo_display = null displays_maptext = FALSE maptext = "" return if(pin && I.isscrewdriver()) visible_message(SPAN_WARNING("\The [user] begins to try and pry out \the [src]'s firing pin!")) if(do_after(user,45 SECONDS,act_target = src)) if(pin.durable || prob(50)) visible_message(SPAN_NOTICE("\The [user] pops \the [pin] out of \the [src]!")) pin.forceMove(get_turf(src)) user.put_in_hands(pin) pin = null//clear it out. else user.visible_message( SPAN_WARNING("\The [user] breaks some electronics free from \the [src] with a crack."), SPAN_ALERT("You apply a bit too much force to \the [pin], and it breaks in two. Oops."), "You hear a metallic crack.") qdel(pin) pin = null return return ..() /obj/item/gun/proc/get_ammo() return 0 //Autofire /obj/item/gun/proc/can_autofire() return (can_autofire && world.time >= next_fire_time) /obj/item/gun/proc/update_maptext() if(displays_maptext) if(!ismob(loc) && !ismob(loc.loc)) maptext = "" return var/ammo = get_ammo() if(ammo > 9) if(ammo < 20) maptext_x = 20 else maptext_x = 18 else maptext_x = 22 maptext = "[ammo]" /obj/item/gun/get_print_info(var/no_clear = TRUE) if(no_clear) . = "" . += "Burst: [burst]
" . += "Reliability: [reliability]
"